I am having trouble making a NotifyIcon in Windows 10 whose icon resource looks anything but a blurry mess.
This happens with both icons from the SystemIcons class, or my own using Properties.Resources. I have tried creating a new instance of the icon with the Icon (Icon original, int width, int height) constructor, and all sorts of other mad things, including this nugget:
Icon ico = Icon.FromHandle((new Icon(Resources.InfoIcon, 256, 256).ToBitmap()).GetHicon());
to no avail. Any advice would be appreciated!
The poor icon in the screenshot is easy to address, you forgot to set the NotifyIcon.BalloonTipIcon property. Or use the NotifyIcon.ShowBalloonTip() method overload that takes ToolTipIcon. With ToolTipIcon.Info you'll get the high resolution system default icon. For example:
notifyIcon1.ShowBalloonTip(5000, "eDIDIO",
"Connected successfully!", ToolTipIcon.Info);
Which produces:
If you want your own icon to show up in this notification "balloon" then you have to work around a restriction in the ResourceManager.GetObject() method. Which is what you are using when you write "Resources.InfoIcon". GetObject() does not have enough arguments to be selective about the icon size you prefer. Use the code shown in this answer. Never use GetHicon() btw, it does a very poor job at color palette mapping and can only produce a 16 color icon.
Related
Need some help with C# Windows Forms program. This is on .NET 4.0.
I use the following (snippet of) code to capture a composited image from my window:
var location = PointToScreen(picVisualizer.Location);
...
g.CopyFromScreen(location, new Point(0, 0), picVisualizer.Size, CopyPixelOperation.SourceCopy);
picVisualizer is a PictureBox control in my window.
This works perfectly as intended, as long as the user keeps Windows font/icon scaling at 100%. If they change, the image captured is the right size but is offset, capturing part of the window, the desktop, etc.
I've tried a variety of solutions but they always give me the same location value, so the end result is the same. I've also tried AutoScaleMode to None, Font, Dpi and Inherit, and all four gave me the same result.
Is there a way to tweak that code so it'll capture the correct part of the screen even when display scaling is not at 100%?
Thanks.
The answer suggested by Blorgbeard works beautifully.
picVisualizer.DrawToBitmap(bitmap, picVisualizer.ClientRectangle);
Thanks.
I'm writing a custom Button control as part of a (soon to be) free Control suite, and I would like to base my (default) Control colors on the corresponding Windows System colors. So, after looking up "default windows system colors" online I could not find information on the System Colors for Windows controls (especially not Button controls).
Is there a way to get this color information (e.g. Button Border Color, Button Highlight Color, Button Hover Color, Button Clicked Background Color, etc) in .NET?
Yes. In fact, there is an entire class dedicated to this:
The SystemColors class.
...or for WPF (thanks #ORMapper), The System.Windows.SystemColors class.
There is a System Color Class out, which will provide you the Colors.
For WinForms use:
System.Drawing.SystemColors
For WPF use:
System.Windows.SystemColors
You can use also the GetSysColor function api function.
Valter
You could use the Win API, GetSysColor function...
[DllImport("user32.dll", CharSet=CharSet.Auto)]
public static extern int GetSysColor(int nIndex);
The function returns the red, green, blue (RGB) color value of the given element.
To display the component of the RGB value, use the GetRValue, GetGValue, and GetBValue macros.
System colors for monochrome displays are usually interpreted as shades of gray.
To paint with a system color brush, an application should use GetSysColorBrush(nIndex), instead of CreateSolidBrush(GetSysColor(nIndex)), because GetSysColorBrush returns a cached brush, instead of allocating a new one.
I am wanting the same thing. My approach is to, upon initialization, create a temporary window with the background color specified in GetSysColor(COLOR_BTNFACE), the "standard" background color for dialog boxes. Then, I create a button with no text and get the colors. This temporary window is never displayed, and is destroyed immediately (WM_CREATE exit code = -1).
I am using Visual Studio 2010, C#, on Windows 7.
I have added a notify control to my project and set it to an icon I have imported to the project. The icon image is really good looking if I just preview it, but once I run my code and see it in the system tray, then it's really terrible, like the sides are dotted instead of straight lines and so on. I have tried 16x16, 24x24, 32x32 and 48x48 of the same file but I am having terrible results.
Have I missed anything?
myNotifyIcon.Icon = SysDir.Properties.Resources.icon2_32_ico_rgba;
The problem with directly using the icon in your resources is that instead of choosing the right icon version in you icon file, the framework simply scales the default icon version to whatever size the notification area needs. That's why you are seeing jagged edges.
To get the best quality, you'll need to choose the right size in your icon by yourself.
First, instead of directly setting your NotifyIcon.Icon to an icon in your resources, create a new Icon instance. Doing so will allow you to choose a specific icon size in your icon resource. Using SystemInformation.SmallIconSize will get you the size the notification area needs.
So :
myNotifyIcon.Icon = new Icon(Properties.Resources.MyIcon, SystemInformation.SmallIconSize);
Now, SystemInformation.SmallIconSize always returns the right icon size, but only if your application is DPI-aware (otherwise, it always returns 16). If your application isn't DPI-aware, and it is used on a system where DPI-scaling is enabled, the line above will select the 16x16 icon in your resource, at it'll be scaled up to whatever size the notification area needs (in other words, ugly icon).
By making your app DPI-aware, SystemInformation.SmallIconSize will return the right size, taking into account DPI-scaling. For instance, if DPI-scaling is at 150%, SystemInformation.SmallIconSize will return 24 (16 × 1.5).
To make your app DPI-aware, simply add this to your app.manifest, inside the <asmv1:assembly> tag:
<asmv3:application xmlns:asmv3="urn:schemas-microsoft-com:asm.v3" >
<asmv3:windowsSettings xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">
<dpiAware>true</dpiAware>
</asmv3:windowsSettings>
</asmv3:application>
Edit:
The info I am linking seems to be suspect at this point. Try it out, but if it isn't working, then I suggest you edit your question to post screenshots of all your experiments (each icon size and how it gets scaled).
Original:
32x32x256 is the right size and color depth according to this link:
http://www.hhhh.org/cloister/csharp/icons/
But you have to be very careful when constructing that image:
Take a 16x16x256 image, and get it to look nice
Double it to 32x32 (careful not to blur or resample if doing this in a paint program)
The reason is that Windows will "resize" the 32x32 image to 16x16 by simply throwing away 3/4 of the pixels. The link above demonstrates this phenomenon with a couple screenshots:
Before:
After:
I'm not sure how much of the color-depth pickyness (256 colors only?)/resampling issues are still true on Windows 7, but it certainly seems to be the case on XP.
I use NotifyIcon in a C# WinForms application and no matter what the icon I use contains, after 2 resolution changes it ends up blurry.
My best guess is, that windows doesn't actually rescale the original every time but rescales the (already rescaled) version from the icon cache.
The only solution I found so far was setting the icon again after a resolution/dpi change:
SystemEvents.DisplaySettingsChanged += (sender, eventArgs) => {
trayIcon.Icon = MyIcon;
};
I tried all kind of resolutions and bit depths in the icons but they all got blurred eventually. Now I only use a single 16x16 32b image in the icon and so far it works great on all tested displays.
I am having trouble getting my Form background image to display correctly with a gradient transparency. That is, the edge of the image (or anywhere for that matter) has a fading or non-255 Alpha value. The result is that everywhere the Alpha is NOT 255 (or 0 - I can't remember) I see my background color. Here is a screen shot:
What I have in this setup is a 24bit bmp file with a green background that I'm trying to key out via the Form.TransparencyKey property:
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
Color key = ((Bitmap)this.BackgroundImage).GetPixel(0, 0);
this.TransparencyKey = key;
}
I have also tried setting the Form's BackColor property to the same key value but that did not make a difference.
I also tried saving my image as a png with transparency and keying out the entire form background but that didn't work either.
I know this is possible somehow, I've seen applications like Photoshop use this for a decade. I'm on WinXP Pro if that matters.
Anyone have experience with this and have an idea what step I'm missing or doing incorrectly?
The WinForms implementation of Form only permits a solid colour to be used as the transparency key. It's not possible to have varying levels of transparency.
Most apps with splash screens like yours take a screenshot of the desktop (within the bounds that their splash screen will occupy) and then composite their splash screen on top of this screenshot. They then display the resulting bitmap to the user, giving the impression of an alpha gradient.
I've had my share of failure time with exactly that.
I found that WinForms is simple weak at handling this.
Here is some solutions that you might find useful:
http://www.c-sharpcorner.com/UploadFile/scottlysle/XparentFormsCS10282007212944PM/XparentFormsCS.aspx
Link
http://www.vcskicks.com/splash-screen.php
I am trying to take a screenshot of an application and I would like to make the parts of the rectangle that are not part of the applications region be transparent. So for instance on a standard windows application I would like to make the rounded corners transparent.
I wrote a quick test application which works on on XP (or vista/windows 7 with aero turned off):
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
Graphics g = e.Graphics;
// Just find a window to test with
IntPtr hwnd = FindWindowByCaption(IntPtr.Zero, "Calculator");
WINDOWINFO info = new WINDOWINFO();
info.cbSize = (uint)Marshal.SizeOf(info);
GetWindowInfo(hwnd, ref info);
Rectangle r = Rectangle.FromLTRB(info.rcWindow.Left, info.rcWindow.Top, info.rcWindow.Right, info.rcWindow.Bottom);
IntPtr hrgn = CreateRectRgn(info.rcWindow.Left, info.rcWindow.Top, info.rcWindow.Right, info.rcWindow.Bottom);
GetWindowRgn(hwnd, hrgn);
// fill a rectangle which would be where I would probably
// write some mask color
g.FillRectangle(Brushes.Red, r);
// fill the region over the top, all I am trying to do here
// is show the contrast between the applications region and
// the rectangle that the region would be placed in
Region region = Region.FromHrgn(hrgn);
region.Translate(info.rcWindow.Left, info.rcWindow.Top);
g.FillRegion(Brushes.Blue, region);
}
When I run this test app on XP (or Vista/Windows 7 with Aero off), I get something like this, which is great because I can eek an xor mask out of this that can be used later with BitBlt.
removed dead Imageshack link - Screenshot
Here is the problem, on Vista or Windows 7 with Aero enabled, there isn't necessarily a region on the window, in fact in most cases there isn't. Can anybody help me figure out some way to build a mask like this on these platforms?
Here are some of the approaches I have already tried...
1. Using the PrintWindow function: This doesn't work because it gives back a screenshot taken of the window with Aero off and this window is a different shape from the window returned with Aero on
2 Using the Desktop Window Manager API to get a full size thumbnail: This didn't work because it draws directly to the screen and from what I can tell you can't get a screenshot directly out of this api. Yeah, I could open a window with a pink background, show the thumbnail, take a screenshot then hide this temporary window but thats a horrible user experience and a complete hack I would rather not have my name on.
3. Using Graphics.CopyFromScreen or some other pinvoke variant of this: This doesn't work because I can't assume that the window I need information from is at the top of the z-order on the screen.
Right now, the best solution I can think of is to special case Aero on Windows 7 and Vista to manually rub out the corners by hard coding some graphics paths I paint out but this solution would suck since any application that performs custom skinning will break this.
Can you think of another or better solution?
If you are here, thanks for taking time to read this post, I appreciate any help or direction that you can offer!
If you are looking for a finished application, there is 7capture, which captures also the translucency, so images can be saved to PNG format for later compositing.
EDIT:
The original question and comments indicate you are looking to produce a region on Windows Vista/7 that you can then use to mask out parts the captured image, as is done with Windows XP and non-Aero UIs. Using a region is not going to give you the result you are looking for, since the window outline is not computed as a region, but as an image with variable transparency - RGBA. The Alpha channel in that image is your mask, but it's not an on-off mask like a region, but a gradual mask with a range of values from pixels being fully included to being fully masked out.
Although it uses undocumented APIs, the code at http://spazzarama.wordpress.com/2009/02/12/screen-capture-with-vista-dwm/ will capture to a RGBA buffer which you can then use to render or save the image with the shadow and other translucency effects intact.
In DwmCapture.cs Change
BackBufferFormat = Format.X8R8G8B8
to
BackBufferFormat = Format.A8R8G8B8
(X8->A8)
And you should then be able to access both the usual RGB data plus transparency from the captured buffer. This can then be saved as a PNG or other format with alpha-channel for composing.
Removed idea that is terrible but would have been awesome back in the '90s
You say that using the DWM API only allows you to capture directly to the screen... could you create a window offscreen (say, X = -100000px, Y = -100000px) but visible (maybe even hidden?) and draw the screenshot to it? Since when using the DWM each window has a backing texture, I'm thinking it might still get drawn fine even though the target isn't directly onscreen.
Also, if you want to go the DirectX route and access the actual DX texture backing the window, I found a few leads that might help (especially the first link):
http://spazzarama.wordpress.com/2009/02/12/screen-capture-with-vista-dwm/
http://channel9.msdn.com/forums/TechOff/251261-Help-Getting-the-shared-window-texture-out-of-DWM-/
http://web.archive.org/web/20080625183653/http://www.aeroxp.org/board/index.php?showtopic=6286
http://www.youtube.com/watch?v=hRTgFTMnT_U
Using Graphics.CopyFromScreen or some other pinvoke variant of this:
This doesn't work because I can't
assume that the window I need
information from is at the top of the
z-order on the screen.
If you know which window you need the information from, can you bring it to the front, call Graphics.CopyFromScreen, and then reset its z-index? I know from experience that Aero does odd things when items are in the background in order to make their glass interface work correctly (partial rendering etc). This may not be great UX; however, it would be a special case and used only when Aero is turned on.
You can take a look at the source code of AeroShot, as described on the main page, it can capture rounded edges and with the Aero Glass transparency effect and save it to a PNG file. It's written in C#.