How can I make a menu for notifyicon? - c#

So.. i've googled around and everywhere i've seen different ways of creating this..
But so far, i haven't managed to make a single working menu.
So i wanted to ask, how does one create a notifyIcon menu?.. (prefered explained in details, as i'm rather new to this)
which way would be best and which should i use.. (so far people seemed to like contextmenu overally, but all i can find is contextmenustrip, not sure if it's the same.)
Currently i got a form, set to visible = false, windowstate minimized, showintaskbar = false.
that's about all it is for now. i wanted to have the menu before going wider.
Thank you for your time and effort for this (not sure if it's formulated properly)
EDIT: i've seemed to manage to make a menu, but how would i make it "appear" on my notify icon, it's a ContextMenu o_o

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace TrayTest.events
{
public partial class TrayMenu : Form
{
public TrayMenu()
{
InitializeComponent();
TrayMenuContext();
}
private void TrayMenuContext()
{
this.notify_icon.ContextMenuStrip = new System.Windows.Forms.ContextMenuStrip();
this.notify_icon.ContextMenuStrip.Items.Add("Test1", null, this.MenuTest1_Click);
this.notify_icon.ContextMenuStrip.Items.Add("Test2", null, this.MenuTest2_Click);
this.notify_icon.ContextMenuStrip.Items.Add("Exit", null, this.MenuExit_Click);
}
void MenuTest1_Click(object sender, EventArgs e)
{
Application.Exit();
}
void MenuTest2_Click(object sender, EventArgs e)
{
Application.Exit();
}
void MenuExit_Click(object sender, EventArgs e)
{
Application.Exit();
}
}
}
This worked fine for me. So i'll just leave it here, for other to take a peak at it.. (this is my Form1, just made 1 with a different name, and it's inside a folder named events (kinda why it has that .events))

"EDIT: i've seemed to manage to make a menu, but how would i make it "appear" on my notify icon, it's a ContextMenu o_o"
I believe you can only assign a ContextMenuStrip to the NotifyIcon using the IDE. For a ContextMenu, you'd have to wire it up via code. Double click your Form to get the Load() event, and wire it up in there:
private void Form1_Load(object sender, EventArgs e)
{
notifyIcon1.ContextMenu = contextMenu1;
}

notifyIcon1->ContextMenu = gcnew System::Windows::Forms::ContextMenu();
System::Windows::Forms::MenuItem^ nI_Open_Item = gcnew System::Windows::Forms::MenuItem("Open");
System::Windows::Forms::MenuItem^ nII_Close_item = gcnew System::Windows::Forms::MenuItem("Close");
notifyIcon1->ContextMenuStrip->Items->Add(status_Item);
notifyIcon1->ContextMenu->MenuItems->Add(nI_Open_Item);

Related

Check if all elements on a form is fully loaded C#

I am developing a C# application using Visual Studio 2015
it has 2 forms, on form1 I have a button that when clicked
shows form2, now what I would like to do is print form2
after it has fully loaded, I am using the printform control
on form2 to do this, if I use this on the the form_load event
it prints a blank page and then shows the form, I have
also tried using it on form_Shown, however this prints a box
where the elements are but not the element itself as if they have
not finished loading, there is probably a better way to do this
but I am new to C# so still learning
Below is an example of the code that I have on form2
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace MyApp
{
public partial class Form2: Form
{
public Form2()
{
InitializeComponent();
}
private void Form2_Load(object sender, EventArgs e)
{
this.Shown += new System.EventHandler(this.Form2_Shown);
}
private void Form2_Shown(object sender, EventArgs e)
{
printForm.Print();
}
}
}
The Shown event fires a wee bit too early. The form's frame and background is painted but the rest follows later. Painting is a low priority task that occurs only when nothing else needs to be done, firing the Shown event happens first.
The workaround is simple, just ask the form to finish updating itself by calling its Update() method. Fix:
private void Form2_Shown(object sender, EventArgs e)
{
this.Update();
printForm.Print();
}

Stop a video playing upon closing a form

I have created a form that will play a video upon loading. However I cannot figure out how to get the video to stop playing when the user exits the form. I have tried some other solutions that people have used but they don't seem to work.
When I say the video doesn't stop playing I mean that the audio from the video can still be heard even after the form containing the video has been closed.
Any suggestions?
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace RRAS
{
public partial class frmVideoTutorial : Form
{
formRRAS _main;
public frmVideoTutorial(formRRAS main)
{
InitializeComponent();
_main = main;
}
private void btnClose_Click(object sender, EventArgs e)
{
this.Close();
}
private void frmVideoTutorial_Load(object sender, EventArgs e)
{
axWindowsMediaPlayer1.URL = #"F:\Group Project\RRAS\RRAS\RRAS\Tutorial.mp4";
}
private void frm_close(object sender, FormClosingEventArgs e)
{
if (e.CloseReason == CloseReason.UserClosing)
{
axWindowsMediaPlayer1.close();
}
else
{
e.Cancel = true;
}
}
}
}
You can go to the form properties and go to the events. Click on FormClosed event. From there just add the code to make the player stop, upon form exit.
I was having a similar issue, and that's what I done to fix it. I had asked the same question, except it was for bringing another form up.
This should do the trick. Be sure to do it on each form that has a video. That you want stopped upon exiting.
Use the .Stop();

button in c# not firing

I am writing a simple code it has 3 buttons 2 that will need to open up other forms and one to close the program. When i start the program the exit button will not work even though i have it coded the same as any other time i have wrote a program.
When i press any of the buttons nothing happens. Im not 100% sure how to use the buttons to open another form but i know the exit button should work as is.
Here is the code:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace _3343_ParksJ_Lab02
{
public partial class MainForm : Form
{
public MainForm()
{
InitializeComponent();
}
private void workerButton_Click(object sender, EventArgs e)
{
WorkerForm workersForum = new WorkerForm();
}
private void suppervisorButton_Click(object sender, EventArgs e)
{
SupervisorForm workersForum = new SupervisorForm();
}
private void exitButton_Click(object sender, EventArgs e)
{
this.Close();
}
}
}
You have to subscribe your buttons' click events to the event methods before they'll fire correctly.
You can check the Designer.cs file to see if this has already been done, though I'm guessing it hasn't. You'll be looking for something like this:
this.workerButton.Click += new System.EventHandler(this.workerButton_Click);
One way to do so is directly in the constructor:
public MainForm()
{
InitializeComponent();
workerButton.Click += workerButton_Click;
suppervisorButton.Click += suppervisorButton_Click;
exitButton.Click += exitButton_Click;
}
Normally, I'd do this through the designer. Select each Button in turn, then open the properties panel and double-click on the event you wish to subscribe to, which will create the corresponding event method in the code-behind for you.
Look at .Designer.cs file and make sure your button is adding the correct delegate method. In your case it should exitButton_Click.
Sometimes when you change names of a button VS designer does not make the name change correctly in the .Designer file. Very rare but it happens.

Program in C# to read a file:Button not working

Here is my code, for some reason button two doesn't fire, button one does and when I place the code from button 2 into one it works there. What am i missing about the syntax to get buttons one and two to both work on click? I am about 2 weeks into learning c# so this is all new to me, I do not see why this code should not work.
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace WindowsFormsApplication2
{
public partial class Form1 : Form
{
string filePath = null;
public Form1()
{
InitializeComponent();
}
//Method to check database connection
private void button1_Click(object sender, EventArgs e)
{
MessageBox.Show("button1.Click was raised.");
}
//Method to select a file
private void button2_Click(object sender, EventArgs e)
{
OpenFileDialog file = new OpenFileDialog();
if (file.ShowDialog() == DialogResult.OK)
{
filePath = file.FileName;
}
}
}
}
I assume that the event handler isn't subscribed (anymore). So have a look at the partial class of Form1 in the auto generated file Form1.Designer.cs. There must be somewhere this:
this.button1.Click += new System.EventHandler(this.button1_Click);
// is this missing?
this.button2.Click += new System.EventHandler(this.button2_Click);
How to: Subscribe to and Unsubscribe from Events (C# Programming Guide)
Make sure button2 is bound.
From the designer, select the button then go to the properties window. Click the lightning bolt, and make sure the click event is bound to button2_Click.
Alternative method is right-clicking on InitializeComponent() and select "Go to definition" (brings you to Form1.designer.cs) and look for the following:
button2.OnClick += new EventHandler(button2_Click);
If you've confirmed it's bound, we'll need to see more than what you've shown to determine the problem.

How to create objects dynamically with arbitrary names?

So here's my situation. I am designing a program that requires new Image objects to be created in real-time on a Canvas, when the user clicks a certain Button. Seeing as I don't know exactly how many of said Images any given user will create, I can't assign names in the code for each and every one of them. The Images need to be named "Image0", "Image1", "Image2", etc, depending on how many Images already exist on the page. Kinda like how Visual Studio itself works, where each time you drop a control onto the design view, it automatically appends a number to the name of the control.
Does anyone have a code snippet capable of performing this function?
You don't have to explicitly name all controls. Just add them to the canvas "controls" list.
Create a windows app with a single button and a flowLayoutPanel.
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace WindowsFormsApplication6
{
public partial class Form1 : Form
{
int i = 1;
public Form1()
{
InitializeComponent();
}
private void button1_Click(object sender, EventArgs e)
{
var button = new Button { Text = string.Format("Button {0}", i) };
button.Click += new EventHandler(button_Click);
flowLayoutPanel1.Controls.Add(button);
i += 1;
}
void button_Click(object sender, EventArgs e)
{
Button button = (Button)sender;
button.Text = " clicked!";
}
}
}
I don't have a direct answer to your question, but from the sounds of it, and I could be wrong because I don't know what you're trying to do, you're viewing the problem from a newbie programmer perspective. You might want to consider using a collection of some kind (perhaps a list) and dynamically adding image objects to that. If you want a string name associated with each object, you could consider a dictionary of type Dictionary<string,Image>

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