I need to graph a polygonal on a panel (size 400, 400)
I try this, but it doesn't work.
PointF[] points = new PointF[totalpaso + 1];
for (int d = 0; d <= totalpaso; d++)
{
s = (float)(hola1[d] + 200);
w = (float)(hola2[d] + 200);
j = new PointF(s, w);
points[d] = j;
}
grafico.DrawPolygon(lapiz, points);
I think you should take a look at this post:
https://msdn.microsoft.com/en-us/library/07e699tw(v=vs.110).aspx
But with only that method you won't get far. It'll be drawn in a OnPaint Method:
C# Forms - Using Paint methods?
You will probably want to make your own control based on Panel.
A really basic example is this:
public sealed class MyPanel: Panel
{
public MyPanel()
{
this.ResizeRedraw = true;
}
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
using (var brush = new SolidBrush(this.ForeColor))
{
e.Graphics.FillEllipse(brush, 0, 0, this.Width, this.Height);
}
}
}
To test it, add the class to a Windows Forms project, compile, and then drop it onto a form and set it to "Dock" in the designer.
Then set the BackColor to, say, red and the ForeColor to blue, then run the program.
You can then add your required drawing code to the OnPaint() override.
Related
I'm building custom user control that will be used to display tiles map, as base class I've chosen ScrollableControl, because I want to have scrollbars in my control.
I've successfully created paint logic that is responsible for painting only needed elements.
Now I'm trying to add static text that will be always visible in same place (in my case white box with red text in top left corner):
This isn't clearly visible on above gif, but that white box blinks and jumps a bit when I scroll using mouse or scrollbars.
My question is how should I change my code to have scrollable content and fixed position content on top of that scrollable content?
Is ScrollableControl good choice as base class?
Below is my code:
class TestControl : ScrollableControl
{
private int _tileWidth = 40;
private int _tileHeight = 40;
private int _tilesX = 20;
private int _tilesY = 20;
public TestControl()
{
SetStyle(ControlStyles.ResizeRedraw, true);
SetStyle(ControlStyles.UserPaint, true);
SetStyle(ControlStyles.AllPaintingInWmPaint, true);
SetStyle(ControlStyles.Opaque, true);
SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
UpdateStyles();
ResizeRedraw = true;
AutoScrollMinSize = new Size(_tilesX * _tileWidth, _tilesY * _tileHeight);
Scroll += (sender, args) => { Invalidate(); };
}
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
e.Graphics.FillRectangle(new SolidBrush(BackColor), ClientRectangle);
e.Graphics.TranslateTransform(AutoScrollPosition.X, AutoScrollPosition.Y);
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
var offsetX = (AutoScrollPosition.X * -1) / _tileWidth;
var offsetY = (AutoScrollPosition.Y * -1) / _tileHeight;
var visibleX = Width / _tileWidth + 2;
var visibleY = Height / _tileHeight + 2;
var x = Math.Min(visibleX + offsetX, _tilesX);
var y = Math.Min(visibleY + offsetY, _tilesY);
for (var i = offsetX; i < x; i++)
{
for (var j = offsetY; j < y; j++)
{
e.Graphics.FillRectangle(Brushes.Beige, new Rectangle(i*_tileWidth, j*_tileHeight, _tileWidth, _tileHeight));
e.Graphics.DrawString(string.Format("{0}:{1}", i, j), Font, Brushes.Black, new Rectangle(i * _tileWidth, j * _tileHeight, _tileWidth, _tileHeight));
}
}
using (var p = new Pen(Color.Black))
{
for (var i = offsetX + 1; i < x; i++)
{
e.Graphics.DrawLine(p, i*_tileWidth, 0, i*_tileWidth, y*_tileHeight);
}
for (var i = offsetY + 1; i < y; i++)
{
e.Graphics.DrawLine(p, 0, i*_tileHeight, x*_tileWidth, i*_tileHeight);
}
}
e.Graphics.FillRectangle(Brushes.White, AutoScrollPosition.X * -1, AutoScrollPosition.Y * -1, 35, 14);
e.Graphics.DrawString("TEST", DefaultFont, new SolidBrush(Color.Red), AutoScrollPosition.X * -1, AutoScrollPosition.Y * -1);
}
}
EDIT:
I've searched a bit and found UserControl that has similar functionality - https://www.codeproject.com/Articles/16009/A-Much-Easier-to-Use-ListView and after reading a bit more on control's author blog http://objectlistview.sourceforge.net/cs/blog1.html#blog-overlays I found out that he is using Transparent Form that is positioned on top of control.
I really would like to avoid that, but still have overlay on top of my control.
You are doing battle with a Windows system option named "Show window content while dragging". Always turned on by default, this web page shows how to turn it off.
Solves the problem, but it is not something you can rely on since it affects all scrollable window in all apps. Demanding that the user turns it off for you is unrealistic, users like this option so they'll just ignore you. That they did not provide an option to turn it off for a specific window was a pretty major oversight. It is an okay solution in a kiosk app.
Briefly, the way the option works is that Windows itself scrolls the window content with the ScrollWindowEx() winapi function. Using a bitblt of the window content to move pixels and only generating a paint request for the part of the window that was revealed by the scroll. Usually only a few lines of pixels, so completes very fast. Problem is, that bitblt moves your fixed pixels as well. The repaint moves them back. Pretty noticeable, the human eye is very sensitive to motion like that, helped avoid being lion lunch for the past million years.
You'll have to take the sting out of ScrollWindowsEx(), preventing it from moving pixels even though you can't stop it from being called. That takes a heavy sledgehammer, LockWindowUpdate(). You'll find code in this post.
using System.Runtime.InteropServices;
...
protected override void OnScroll(ScrollEventArgs e) {
if (e.Type == ScrollEventType.First) {
LockWindowUpdate(this.Handle);
}
else {
LockWindowUpdate(IntPtr.Zero);
this.Update();
if (e.Type != ScrollEventType.Last) LockWindowUpdate(this.Handle);
}
}
[DllImport("user32.dll", SetLastError = true)]
private static extern bool LockWindowUpdate(IntPtr hWnd);
Not that pretty, using a separate Label control ought to start sounding attractive.
can you just add a label to that control(on top), in other words - cant you use it as panel?
I have designed the circular button list in web application using a jquery plugin and html. In this design user at a time select one day only like radio button list. The design is shown below:
How can I implement the the same design and functionality in windows form? Please help me, from where I am going to started to achieve this one.
There are multiple options to perform this in windows forms. As an option you can start with customizing RadioButton and Panel controls. You can create a new class derived from Panel and a new class derived from RadioButton, then override OnPaint method of those classes and draw the desired presentation.
Here is the result of a sample implementation which I shared in this post:
Custom Panel
public class MyPanel : Panel
{
public MyPanel()
{
this.Padding = new Padding(2);
}
protected override void OnPaint(PaintEventArgs e)
{
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
using (var path = new GraphicsPath())
{
var d = this.Padding.All;
var r = this.Height - 2 * d;
path.AddArc(d, d, r, r, 90, 180);
path.AddArc(this.Width - r - d, d, r, r, -90, 180);
path.CloseFigure();
using (var pen = new Pen(Color.Silver, d))
e.Graphics.DrawPath(pen, path);
}
}
}
Custom Radio Button
public class MyRadioButton : RadioButton
{
public MyRadioButton()
{
this.Appearance = System.Windows.Forms.Appearance.Button;
this.BackColor = Color.Transparent;
this.TextAlign = ContentAlignment.MiddleCenter;
this.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
this.FlatAppearance.BorderColor = Color.RoyalBlue;
this.FlatAppearance.BorderSize = 2;
}
protected override void OnPaint(PaintEventArgs e)
{
this.OnPaintBackground(e);
using (var path = new GraphicsPath())
{
var c = e.Graphics.ClipBounds;
var r = this.ClientRectangle;
r.Inflate(-FlatAppearance.BorderSize, -FlatAppearance.BorderSize);
path.AddEllipse(r);
e.Graphics.SetClip(path);
base.OnPaint(e);
e.Graphics.SetClip(c);
e.Graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
if (this.Checked)
{
using (var p = new Pen(FlatAppearance.BorderColor,
FlatAppearance.BorderSize))
{
e.Graphics.DrawEllipse(p, r);
}
}
}
}
}
Required usings
using System;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Windows.Forms;
Hii Gopal you can achive this functionality using custom control.Goodluck
please refer these links
How to customize Button Control like this one?
https://msdn.microsoft.com/en-us/library/h4te2zh2(v=vs.90).aspx
How do I create button with rounded corners/edges on Winform C#?
You can start with a list view or list box
Change the item template as a button and add style to your button as you need.
Make the selection mode of the list view as Single.
I'm in need of a way to make TextBox appear like a parallelogram but i can't figure out how to do so. I currently have this code:
private void IOBox_Paint(object sender, PaintEventArgs e)
{
Graphics g = e.Graphics;
Point cursor = PointToClient(Cursor.Position);
Point[] points = { cursor, new Point(cursor.X + 50, cursor.Y), new Point(cursor.X + 30, cursor.Y - 20),
new Point(cursor.X - 20, cursor.Y - 20) };
Pen pen = new Pen(SystemColors.MenuHighlight, 2);
g.DrawLines(pen, points);
}
But apparently it's not working. Either i misplaced/misused it or i'm not doing something right.
This is the method that i use to add it.
int IOCounter = 0;
private void inputOutput_Click(object sender, EventArgs e)
{
IOBox box = new IOBox();
box.Name = "IOBox" + IOCounter;
IOCounter++;
box.Location = PointToClient(Cursor.Position);
this.Controls.Add(box);
}
Any idea how i can fix it? IOBox is a UserControl made by me which contains a TextBox. Is that rightful to do?
If its possible, you should make your application using WPF. WPF is designed to do exactly what you are trying to do.
However, it can be done in WinForms, though not easily. You will need to make a new class that inherits the TextBox WinForm control. Here is an example that makes a TextBox look like a circle:
public class MyTextBox : TextBox
{
public MyTextBox() : base()
{
SetStyle(ControlStyles.UserPaint, true);
Multiline = true;
Width = 130;
Height = 119;
}
public override sealed bool Multiline
{
get { return base.Multiline; }
set { base.Multiline = value; }
}
protected override void OnPaintBackground(PaintEventArgs e)
{
var buttonPath = new System.Drawing.Drawing2D.GraphicsPath();
var newRectangle = ClientRectangle;
newRectangle.Inflate(-10, -10);
e.Graphics.DrawEllipse(System.Drawing.Pens.Black, newRectangle);
newRectangle.Inflate(1, 1);
buttonPath.AddEllipse(newRectangle);
Region = new System.Drawing.Region(buttonPath);
base.OnPaintBackground(e);
}
}
Keep in mind that you will still have to do other things, such as clipping the text, etc. But this should get you started.
My question : How to disable a User Control to draw it's background (or Region)
Note : I already tried to override and empty OnPaintBackground or set background color to transparent.
I'm trying to bypass winform paint for my custom user controls in a custom container.
For that I thought to give a try to this : Beginners-Starting-a-2D-Game-with-GDIplus
My setup is :
A Form containing:
A User control (DrawingBoard)
A Container with elements I can drag and drop to this DrawingBoard (it's a listbox).
My render loop is inside the DrawingBoard with all elements specified in the previous link.
public DrawingBoard()
{
InitializeComponent();
//Resize event are ignored
SetStyle(ControlStyles.FixedHeight, true);
SetStyle(ControlStyles.FixedWidth, true);
SetStyle(System.Windows.Forms.ControlStyles.AllPaintingInWmPaint, true);// True is better
SetStyle(System.Windows.Forms.ControlStyles.OptimizedDoubleBuffer, true); // True is better
// Disable the on built PAINT event. We dont need it with a renderloop.
// The form will no longer refresh itself
// we will raise the paint event ourselves from our renderloop.
SetStyle(System.Windows.Forms.ControlStyles.UserPaint, false); // False is better
}
#region GDI+ RENDERING
public Timer t = new Timer();
//This is your BackBuffer, a Bitmap:
Bitmap B_BUFFER = null;
//This is the surface that allows you to draw on your backbuffer bitmap.
Graphics G_BUFFER = null;
//This is the surface you will use to draw your backbuffer to your display.
Graphics G_TARGET = null;
Size DisplaySize = new Size(1120, 630);
bool Antialiasing = false;
const int MS_REDRAW = 32;
public void GDIInit()
{
B_BUFFER = new Bitmap(DisplaySize.Width, DisplaySize.Height);
G_BUFFER = Graphics.FromImage(B_BUFFER); //drawing surface
G_TARGET = CreateGraphics();
// Configure the display (target) graphics for the fastest rendering.
G_TARGET.CompositingMode = CompositingMode.SourceCopy;
G_TARGET.CompositingQuality = CompositingQuality.AssumeLinear;
G_TARGET.SmoothingMode = SmoothingMode.None;
G_TARGET.InterpolationMode = InterpolationMode.NearestNeighbor;
G_TARGET.TextRenderingHint = TextRenderingHint.SystemDefault;
G_TARGET.PixelOffsetMode = PixelOffsetMode.HighSpeed;
// Configure the backbuffer's drawing surface for optimal rendering with optional
// antialiasing for Text and Polygon Shapes
//Antialiasing is a boolean that tells us weather to enable antialiasing.
//It is declared somewhere else
if (Antialiasing)
{
G_BUFFER.SmoothingMode = SmoothingMode.AntiAlias;
G_BUFFER.TextRenderingHint = TextRenderingHint.AntiAlias;
}
else
{
// No Text or Polygon smoothing is applied by default
G_BUFFER.CompositingMode = CompositingMode.SourceOver;
G_BUFFER.CompositingQuality = CompositingQuality.HighSpeed;
G_BUFFER.InterpolationMode = InterpolationMode.Low;
G_BUFFER.PixelOffsetMode = PixelOffsetMode.Half;
}
t.Tick += RenderingLoop;
t.Interval = MS_REDRAW;
t.Start();
}
void RenderingLoop(object sender, EventArgs e)
{
try
{
G_BUFFER.Clear(Color.DarkSlateGray);
UIPaint(G_BUFFER);
G_TARGET.DrawImageUnscaled(B_BUFFER, 0, 0);
}
catch (Exception ex)
{
Console.WriteLine(ex);
}
}
#endregion
Then my elements get the event fired and try to draw what I would like:
public override void UIPaint(Graphics g)
{
Pen p = new Pen(Color.Blue,4);
p.Alignment = System.Drawing.Drawing2D.PenAlignment.Inset;
g.DrawLines(p, new Point[] { new Point(Location.X, Location.Y), new Point(Location.X + Width, Location.Y), new Point(Location.X + Width, Location.Y + Height), new Point(Location.X, Location.Y + Height), new Point(Location.X, Location.Y - 2) });
g.DrawImageUnscaled(GDATA.GetWindowImage(), Location);
}
here is what happening on my DrawingBoard :
As I can't post image ... here is the link : http://s8.postimage.org/iqpxtaoht/Winform.jpg
The background is DarkSlateGray because my G_BUFFER state to clear each tick with that, Ok
The blue rectangle is what I paint, but it get cropped, KO
The Texture is cropped, KO
The region that crop my drawing is the control size.
So from there I've tried everything I could to disable WinForm to make some magic drawing in background. Tried to override and empty everything that got paint/update/refresh/invalidate/validate on Form/DrawingBoard/Elements but nothing allowed me to get my texture or drawing to not get cropped by the control background : (
I also tried to set the background of the Element as transparent and also to set Form.TransparencyKey = blabla with each element BackColor = blabla. But failed each time.
I'm certainly missing something : / But I don't know what.
Why don't you want to draw the background? To avoid problems with flickering in my custom control (derived from class Control), here's what I did:
(1) override OnPaintBackground:
protected override void OnPaintBackground(PaintEventArgs pevent)
{
}
(2) Draw in an offscreen Bitmap and then transfer it to the screen:
Bitmap _completeFrame;
protected override void OnPaint(PaintEventArgs pe)
{
DrawFrame(); // draws onto _completeFrame, calling new Bitmap()
// when _completeFrame is null or its Size is wrong
var g = pe.Graphics;
g.DrawImage(_completeFrame, new Point());
}
I have custom tab control where OnPaint method is override.
Then strange growth of tabs occurs. Tabs getting bigger (padding getting bigger) and they width depends on length of the text.
When I use default Tab Control - padding is OK. How to avoid this situation when I use UserPaint?
partial class Tab : TabControl
{
public Tab()
{
InitializeComponent();
Init();
}
private void Init()
{
this.SetStyle(ControlStyles.UserPaint, true);
this.SetStyle(ControlStyles.AllPaintingInWmPaint, true);
this.SetStyle(ControlStyles.DoubleBuffer, true);
this.SetStyle(ControlStyles.ResizeRedraw, true);
}
protected override void OnPaint(PaintEventArgs e)
{
DrawTabPane(e.Graphics);
}
private void DrawTabPane(Graphics g)
{
if (!Visible)
return;
// here we draw our tabs
for (int i = 0; i < this.TabCount; i++)
DrawTab(g, this.TabPages[i], i);
}
internal void DrawTab(Graphics g, TabPage tabPage, int nIndex)
{
Rectangle recBounds = this.GetTabRect(nIndex);
RectangleF tabTextArea = recBounds;
Point[] pt = new Point[4];
pt[0] = new Point(recBounds.Left + 1, recBounds.Bottom);
pt[1] = new Point(recBounds.Left + 1, recBounds.Top + 1);
pt[2] = new Point(recBounds.Right - 1, recBounds.Top + 1);
pt[3] = new Point(recBounds.Right - 1, recBounds.Bottom);
Brush br = new SolidBrush(clr_tab_norm);
g.FillPolygon(br, pt);
br.Dispose();
StringFormat stringFormat = new StringFormat();
stringFormat.Alignment = StringAlignment.Center;
stringFormat.LineAlignment = StringAlignment.Center;
br = new SolidBrush(clr_txt);
g.DrawString(tabPage.Text, Font, br, tabTextArea, stringFormat);
}
}
Turning on ControlStyles.UserPaint for controls that are built into Windows, like TabControl, is not the proper thing to do. I assume the bug is in GetTabRect(), it isn't visible in the snippet.
Instead, you should use the TabControl.DrawMode property and implement the DrawItem event. There's a good example in the MSDN Library.
It would appear from the image that your code is setting the size of the tabs to be wider than they need to be. The extra padding is present in all your tabs but it is just more visible in the tabs with longer text.
I can't be sure why this is but I'd guess that the code to calculate the size of the tabs (based on font metrics) is using a different font from that used to draw the tabs.