How can i refresh one specific hWnd window every X minutes? - c#

What i'm doing is capturing a screenshot of windows in the background.
In a ListBox i have items of windows i'm taking screenshots.
The idea is that the windows are in the background so i don't need to move the windows to the foreground each time.
In form1 constructor:
this.listBoxSnap.Items.AddRange(WindowSnap.GetAllWindows(true, true).ToArray());
Then in form1 i also have a RefreshWindowsList method:
private void RefreshWindowsList()
{
Graphics g;
g = Graphics.FromImage(img);
g.Clear(Color.Transparent);
buttonSnap.Enabled = true;
this.listBoxSnap.Items.Clear();
this.listBoxSnap.Items.AddRange(WindowSnap.GetAllWindows(true, true).ToArray());
for (int i = listBoxSnap.Items.Count - 1; i >= 0; i--)
{
string tt = listBoxSnap.Items[i].ToString();
if (tt.Contains(" ,"))
{
listBoxSnap.Items.RemoveAt(i);
}
}
string[] myList = new string[listBoxSnap.Items.Count];
for (int i = 0; i < listBoxSnap.Items.Count; i++)
{
string tt = listBoxSnap.Items[i].ToString();
int index = tt.LastIndexOf(",");
myList[i] = tt.Substring(0, index);
}
textBoxIndex.Text = listBoxSnap.Items.Count.ToString();
if (this.listBoxSnap.Items.Count > 0)
{
this.listBoxSnap.SetSelected(0, true);
}
listBoxSnap.Select();
}
The problem is that if i will make a refresh if i will call this method every X seconds/minutes the ListBox will blink.
So i was wondering if there is a way to refresh only a specific window form the WindowSnap.GetAllWindows collection and not to refresh the ListBox.
So if i refresh the specific hWnd window and save the window image as screenshot on the hard disk i will not see any changes on the ListBox but i will have a collection of images saved on the hard disk.
The class WindowSnap is a bit long so i will give a link for it i don't want to add it all here:
WindowSnap.cs
And it's using also the class WindowSnapCollection.cs
WindowSnapCollection.cs
The idea again is somehow to refresh specific hWnd window frol the collection and to refresh the ListBox.

To disable flicker while clearing and reloading items of ListBox, you can use BeginUpdate() and EndUpdate() methods of ListBox control, for example in a timer with interval 1000 I wrote this code and there was no flicker in ListBox:
private void timer1_Tick(object sender, EventArgs e)
{
this.listBox1.BeginUpdate();
this.listBox1.Items.Clear();
for (int i = 0; i < 100; i++)
{
this.listBox1.Items.Add(i);
}
this.listBox1.EndUpdate();
}
Also you can put your new items in a list and then, add them using :
listBox1.Items.AddRange(yourItemsList.Cast<object>().ToArray());

Related

Expander menu in C #

I am trying to reproduce the operation of the Control Expander WPF, or as shown in the menu of Outlook, Vertical Web Menu etc., since in WindowsForms this control does not exist. Here I leave the sample code: Menu_Expader.zip link GoogleDrive.
I have managed to do it using the following controls:
Panels
FlowLayoutPanel
1 Time Control
Button Vectors
Labels Vectors ...
This works perfectly, but it happens that to each panel I must establish a
Maximum Size and Minimum Size therefore every time I add an item inside I must modify the size of the panel where I add it, and the item are very close to each other is a bit annoying for the user's vision.
Example this is what I currently have:
EDIT
Code Sample:
// The state of an expanding or collapsing panel.
private enum ExpandState
{
Expanded,
Expanding,
Collapsing,
Collapsed,
}
// The expanding panels' current states.
private ExpandState[] ExpandStates;
// The Panels to expand and collapse.
private Panel[] ExpandPanels;
// The expand/collapse buttons.
private Button[] ExpandButtons;
// Initialize.
private void Form1_Load(object sender, EventArgs e)
{
// Initialize the arrays.
ExpandStates = new ExpandState[]
{
ExpandState.Expanded,
ExpandState.Expanded,
ExpandState.Expanded,
};
ExpandPanels = new Panel[]
{
panModule1,
panModule2,
panModule3,
};
ExpandButtons = new Button[]
{
btnExpand1,
btnExpand2,
btnExpand3,
};
// Set expander button Tag properties to give indexes
// into these arrays and display expanded images.
for (int i = 0; i < ExpandButtons.Length; i++)
{
ExpandButtons[i].Tag = i;
ExpandButtons[i].Image = Properties.Resources.expander_down;
}
}
// Start expanding.
private void btnExpander_Click(object sender, EventArgs e)
{
// Get the button.
Button btn = sender as Button;
int index = (int)btn.Tag;
// Get this panel's current expand
// state and set its new state.
ExpandState old_state = ExpandStates[index];
if ((old_state == ExpandState.Collapsed) ||
(old_state == ExpandState.Collapsing))
{
// Was collapsed/collapsing. Start expanding.
ExpandStates[index] = ExpandState.Expanding;
ExpandButtons[index].Image = Properties.Resources.expander_up;
}
else
{
// Was expanded/expanding. Start collapsing.
ExpandStates[index] = ExpandState.Collapsing;
ExpandButtons[index].Image = Properties.Resources.expander_down;
}
// Make sure the timer is enabled.
tmrExpand.Enabled = true;
}
// The number of pixels expanded per timer Tick.
private const int ExpansionPerTick = 7;
// Expand or collapse any panels that need it.
private void tmrExpand_Tick(object sender, EventArgs e)
{
// Determines whether we need more adjustments.
bool not_done = false;
for (int i = 0; i < ExpandPanels.Length; i++)
{
// See if this panel needs adjustment.
if (ExpandStates[i] == ExpandState.Expanding)
{
// Expand.
Panel pan = ExpandPanels[i];
int new_height = pan.Height + ExpansionPerTick;
if (new_height >= pan.MaximumSize.Height)
{
// This one is done.
new_height = pan.MaximumSize.Height;
}
else
{
// This one is not done.
not_done = true;
}
// Set the new height.
pan.Height = new_height;
}
else if (ExpandStates[i] == ExpandState.Collapsing)
{
// Collapse.
Panel pan = ExpandPanels[i];
int new_height = pan.Height - ExpansionPerTick;
if (new_height <= pan.MinimumSize.Height)
{
// This one is done.
new_height = pan.MinimumSize.Height;
}
else
{
// This one is not done.
not_done = true;
}
// Set the new height.
pan.Height = new_height;
}
}
// If we are done, disable the timer.
tmrExpand.Enabled = not_done;
}
I want to get a result similar to this - Bootstrap Menu Accordion:
 
Imitate that operation panels expand according to the quantity of item that it contains as long as it does not protrude from the screen, in which case it will show the scroll bar. I know there are software that provide custom controls like DVexpress, DotNetBar Suite among others, but they are Licensed Software I do not want to use it illegally pirate. Can you help me optimize it or create it in another way?
Environment: Visual Studio 2010 & .NET NetFramework 4.
The original question I made it in StackOverFlow in Spanish.
Modulo (Module)
Menu Principal (Main menu)
Mantenimientos (Maintenance)
Procesos (Processes)
Consultas (Queries)
Reportes (Reports)
Note: If someone speaks Spanish and English and can do a better translation, please edit the question. (Excuse the advertising on the image, I recorded the screen with a software trial version).

Referencing a dynamically created control in a new TabPage

newbie programmer here after hours of searching has left me stumped.
I'm having trouble with referencing a control inside a tab created at RunTime with a button press. Basically what I have is a tabletop RPG calculator, using a Windows Form, that has a tabControl holding tab pages, with each tab page holding user-inputted stats for that individual enemy to be used in calculations.
The problem is that I want the user to be able to click a button to generate a new enemy tab page. Here is my code for generating an enemy tab page with a TextBox.
int enemyNumber = 0;
// Creates a new Enemy Tab
private void button2_Click_1(object sender, EventArgs e)
{
// Create a new TabPage
var newTabPage = new TabPage()
{
Text = "Enemy " + enemyNumber,
};
// Add Enemy Name Box
var newEnemyNameBox = new TextBox()
{
Name = "enemyNameBox" + enemyNumber,
Text = "",
Location = new Point(127, 11),
Size = new Size(133, 20)
};
// Add the controls to the new Enemy tab
newTabPage.Controls.Add(newEnemyNameBox);
// Add the TabPage to the TabControl
tabControl1.TabPages.Add(newTabPage);
// Increases the enemy's "reference number" by 1
// So that enemy tabs will be generated in order enemyTab0, enemyTab1, etc.
enemyNumber += 1;
}
This all works nicely. Unfortunately, after this point things have gotten ugly. I need to reference that TextBox named "enemyNameBox" + enemyNumber, and I'm not sure how to do so.
What I did was create "archVariables" to store the values from whatever enemy tab is selected, then use the appropriate archVariable in the program's calculations. IE: archEnemyName. The idea is that whatever tab the user is currently selected on (determined via SelectedIndex) the TextBox from that page will be used for the program's output.
Here are the two things I've tried after researching the matter:
// Attempt 1
private void defendCalcButton_Click(object sender, EventArgs e)
{
for (int i = 0; i < tabControl1.SelectedIndex; i++)
{
archEnemyNameBox = ((TextBox)Controls["enemyNameBox" + i]).Text;
}
}
This code simply throws a NullReferenceException when I press the button. So after researching more I tried this:
// Attempt 2
private void defendCalcButton_Click(object sender, EventArgs e)
{
for (int i = 0; i < tabControl1.SelectedIndex; i++)
{
TextBox tb2 = new TextBox();
tb2 = ((TextBox)(enemyTab.Controls.Find("enemyNameBox" + i, true)));
archEnemyNameBox = tb2.Text;
}
}
This time I got an Error: Cannot convert type 'System.Windows.Forms.Control[]' to 'System.Windows.Forms.TextBox'
I feel like the second method I have here is probably closer to the correct way to do this, but apparently I'm still not getting it right. I've learned a lot by searching the information on stackoverflow and msdn.microsoft but nothing has gotten me past this problem.
Any help would be appreciated.
basically the problem with your second attemp is that enemyTab.Controls.Find("enemyNameBox" + i, true) returns an array of Controls Control[] and you're trying to convert that to a Control here is the problem, you should get the first control in that array and then convert it to a Control so it should be like this:
private void defendCalcButton_Click(object sender, EventArgs e)
{
for (int i = 0; i < tabControl1.SelectedIndex; i++)
{
TextBox tb2 = new TextBox();
tb2 = ((TextBox)(enemyTab.Controls.Find("enemyNameBox" + i, true)[0]));
archEnemyNameBox = tb2.Text;
}
}
but it is not the BestWay to do so it seems that everytime a user adds a new tabPage it will have the same Controls right? so why not create an userControl with any Control you have on your TabPage? so when you press the user press to add a new tab your code should be like so:
private void CreateNewEnemyTab()
{
var newTabPage = new TabPage()
{
Text = "Enemy " + enemyNumber,
};
EnemyTabUserControl enemyTab = new EnemyTabUserControl(enemyNumber);
here the EnemyTabUserControl should have all the components you need;
newTabPage.Controls.Add(enemyTab);
tabControl1.TabPages.Add(newTabPage);
}
and the code to bring the TextBox from the current tab could be as follow (you are going to need to reference LINQ)
using System.Linq;
//First Lets create this property, it should return the selected EnemyTabUserControl inside the tabControl
public EnemyTabUserControl CurrentTab {
get {
return tabControl1.SelectedTab.Controls.OfType<EnemyTabUserControl>().First();
}
}
// then if we make the textbox you want to reference from outside the code we can do this
CurrentTab.NameOfTheTextBox;
Patrick has solved your fundamental problem, but I don't think you need the loop in there at all. Here I've broken the steps out so you can see what needs to happen a little better:
private void defendCalcButton_Click(object sender, EventArgs e)
{
Control[] matches = this.Controls.Find("enemyNameBox" + tabControl1.SelectedIndex.ToString(), true);
if (matches.Length > 0 && matches[0] is TextBox)
{
TextBox tb = (TextBox)matches[0];
archEnemyNameBox = tb.Text;
}
}

tabcontrol not refreshing

I have a TabControl that starts with three TabPages in it. On the first tab there is a NumericUpDown (spinner) which displays the number of tabs and allows a user to add up to 10 extra tabs. Once they add more than about 5 or 6 it goes beyond the width of the form and the rest of the tabs are accessible by a couple of left/right arrows at the top. When going all the way to the right and then using the spinner to go back down to 0 (removing all the extra tabs and leave the starting three) it removes all tabs from the top of the pane and only by setting the spinner back to 1 does it refresh and display all 4 (3 from the start plus the 1 from the spinner).
I have tried several commbinations of
Application.DoEvents()
this.Refresh()
this.Invalidate()
this.Update()
but nothing seems to work. can anybody suggest a reason why it is not updating/refreshing?
public partial class Form1 : Form
{
TabPage[] tabs;
public Form1()
{
InitializeComponent();
tabs = new TabPage[tabControl1.Controls.Count];
tabs[0] = tabPage1;
}
private void numericUpDown1_ValueChanged(object sender, EventArgs e)
{
int numTabs = tabControl1.Controls.Count;
decimal spinnerValue = numericUpDown1.Value;
if (numTabs < spinnerValue) //add a tab
{
TabPage[] newTabs = new TabPage[(int)spinnerValue];
for (int i = 0; i < numTabs; i++)
{
newTabs[i] = tabs[i];
}
TabPage tab = new TabPage("Tab " + numTabs);
newTabs[(int)spinnerValue-1] = tab;
tabControl1.Controls.Add(tab);
tabs = newTabs;
}
else //remove a tab
{
TabPage[] newTabs = new TabPage[(int)spinnerValue];
for (int i = 0; i < spinnerValue; i++)
{
newTabs[i] = tabs[i];
}
tabControl1.Controls.Remove(tabs[(int)spinnerValue]);
tabs = newTabs;
}
}
}
Without seeing any code or knowing what type of project this is winforms, WPF, ASP.NET etc..
it's hard to give a definite answer, I am going to assume that this is WinForms
I'm not sure if you can. The following is a quote from MSDN:
"Controls contained in a TabPage are not created until the tab page is shown, and any data bindings in these controls are not activated until the tab page is shown."
However, instead of having the update code get the values from the controls directly, maybe you could create a class that could hold the Data you use to populate the controls and then when the update code is called it asks the class for the value and the class checks if the control is loaded and otherwise it gets the value from the Data instead.

Adding an Array of labels to a Panel

I'm trying to add an array of labels to a panel in my Form.
I chose a label because I could set colors for the text.
If there is a better way, please let me know.
The code below runs fine but will only display one label.
I set a breakpoint and looked at the array before adding and all the
elements are there.
However, only one label actually shows up on the Panel.
Here's the code.
int y = 0;
int index = 0;
Label[] labels = new Label[10];
//Add Spareboard Employees to Spare List
foreach (Employee employee in EmployeeList)
{
labels[index] = new Label();
labels[index].Text = employee.Name;
labels[index].ForeColor = Color.Red;
labels[index].Location = new Point(0, y);
y = y + 10;
++index;
}
// Add the Label control to the form.
SparePanel.Controls.AddRange(labels);
Thanks in advance
The default size of the label is too big and each label's bottom is covering up the top of the label below it. You should add something like this:
labels[index].Size = new Size(50, 12);
maybe
Label[] labels = new Label[10];
needs to be
Control[] labels = new Control[10];
As far as I know, you need to implement the IEnumerable Interface and IEnumerate.Compare() method too, in order to iterate a foreach loop over your Employee object.
public class Employee : IEnumerator
{
//Implement IEnumerate method here
}
I'm not that experienced though so don't take my word for it! I would put more detailed code but I don't have it to hand.
Another possibility (which you were also looking for) is to draw the strings directly on the UI without adding controls. Do it during the paint event of the panel.
private void SparePanel_Paint(object sender, PaintEventArgs e)
{
using (SolidBrush empBrush = new SolidBrush(Color.Red))
{
int y = 0;
foreach (Employee employee in EmployeeList)
{
e.Graphics.DrawString(employee.Name, ((Panel)sender).Font, empBrush, 0, y);
y += 10;
}
}
}

ObservableCollection and ListBoxItem DataTemplate generation problem

Something strange is going on with ObservableCollection.
I have the following code:
private readonly ObservableCollection<DisplayVerse> _display;
private readonly ListBox _box;
private void TransferToDisplay()
{
double elementsHeight = 0;
_display.Clear();
for (int i = 0; i < _source.Count; i++) {
DisplayVerse verse = _source[i];
_display.Add(verse);
elementsHeight += CalculateItemsHeight(i);
if (elementsHeight + Offset > _box.ActualHeight) {
_display.RemoveAt(_display.Count - 1);
break;
}
}
MessageBox.Show(elementsHeight.ToString());
}
private double CalculateItemsHeight(int index)
{
ListBoxItem lbi = _box.ItemContainerGenerator.ContainerFromIndex(index) as ListBoxItem;
return lbi != null ? lbi.ActualHeight : 0;
}
What I am trying to do here is control how many items go into the ObservableCollection _display. Now, within this for loop you can see that elements are added until the total elements height (+offset) is greater than the listbox itself.
Now, this is strange, the elementsHeight equals 0 after this for loop. (CalculateItemsHeight returns 0 in all for loop iterations even though the lbi is not null) It seems that the UI elements defined in the datatemplate are not created...
Yet.
Now, if I put some MessageBoxes after the _display.Add(verse) you can see that the CalculateItemsHeight actually returns the height of an item.
for (int i = 0; i < _source.Count; i++) {
DisplayVerse verse = _source[i];
_display.Add(verse);
MessageBox.Show("pause"); // <----- PROBLEM?
elementsHeight += CalculateItemsHeight(i);
if (elementsHeight + Offset > _box.ActualHeight) {
_display.RemoveAt(_display.Count - 1);
break;
}
}
MessageBox.Show(elementsHeight.ToString());
After I modify the for loop as shown, the last MessageBox actually shows the actual height for all processed elements.
My question is - when are the UI elements actually created? It seems that it was done somewhere during the MessageBox display. This behaviour is pretty strange for me, maybe it has something to do with threading, not sure.
Adding to the _display ObservableCollection obviously creates an item immediately, but not its visual elements (they are however added afterwards, I just don't know exactly when). How can I do this same behaviour without having to pop the message box up?
Actually, I was trying to get this to work and I found the ".UpdateLayout()" function, which works perfectly for me. I realize that you're doing vertical and I'm doing horizontal, but here's my code, it's pretty simple:
for (int i = 0; i < listOfItems.ItemsIn.Count; ++i)
{
//CalculateItemsHeight(i);
ListBoxItem abc = (lb.ItemContainerGenerator.ContainerFromItem(lb.Items[i]) as ListBoxItem);
abc.UpdateLayout();
totalWidth += abc.ActualWidth;
}
Hopefully this helps!
The wpf layout engine won't have been through the layout and arrange pass so your listboxitems won't have been given a size yet. Sticking in the message box will allow the background threads that do this run. Try forcing a call to Measure() on your items before looking at their size.
SOLVED
This creates somewhat flickering effect for a fraction of second (as if loading items one by one), but actually suits my needs.
The point is to refresh the UI for an item before retrieving its height.
I have created an extension method:
public static void RefreshUI(this DependencyObject obj)
{
obj.Dispatcher.Invoke(System.Windows.Threading.DispatcherPriority.Loaded, (Action)delegate { });
}
And then before retrieving the height, I refresh the UI.
private double CalculateItemsHeight(int index)
{
ListBoxItem lbi = _box.ItemContainerGenerator.ContainerFromIndex(index) as ListBoxItem;
if (lbi != null) {
lbi.RefreshUI();
return lbi.ActualHeight;
}
return 0;
}

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