Just wondering how could you go about pausing a GIF image?
I'm accessing a server and I want a gif image to play when something is happening and if the system has froze I want it to pause.
I have a picturebox with the image attached to it.
Is this possible?
PictureBox uses the ImageAnimator class to animate a GIF image. Which has the Stop() method to stop the animation. Unfortunately it doesn't expose the members you need to tinker with it, you'd have to use ImageAnimator yourself.
If you are not against using Reflection to hack around these restrictions then you could use a back-door. It is normally a fairly bad idea, but Winforms is in maintenance mode and the odds that PictureBox is ever going to change again are very close to zero. It looks like this:
using System.Reflection;
...
private static bool IsAnimating(PictureBox box) {
var fi = box.GetType().GetField("currentlyAnimating",
BindingFlags.NonPublic | BindingFlags.Instance);
return (bool)fi.GetValue(box);
}
private static void Animate(PictureBox box, bool enable) {
var anim = box.GetType().GetMethod("Animate",
BindingFlags.NonPublic | BindingFlags.Instance, null, new Type[] { typeof(bool) }, null);
anim.Invoke(box, new object[] { enable });
}
This sample button's Click event reliably stopped and started the animation:
private void button1_Click(object sender, EventArgs e) {
Animate(pictureBox1, !IsAnimating(pictureBox1));
}
If you don't care for these kind of hacks then use ImageAnimator yourself.
Convert the desired frame to a bitmap
Image gifImg = ActivscreenLibraries.Resources.throbber_running;
FrameDimension dimension = new FrameDimension(gifImg.FrameDimensionsList[0]);
// Number of frames
int frameCount = gifImg.GetFrameCount(dimension);
// Return an Image at a certain index
gifImg.SelectActiveFrame(dimension, 5);
Bitmap aa = new Bitmap(gifImg);
pictureBox1.Image = Image.FromHbitmap(aa.GetHbitmap());
As you can read in comments to the question Micha has linked you can simple set
myPictureBox.Enabled = false;
to stop image animation. Set it to true to start it again. The is no need for Reflections.
Windows.Forms.PictureBox.OnEnabledChanged essentially calls Animate(Enabled). See the source code.
Related
I have a program which has 16 grid tiles using picturebox but only uses 5 images, the rest of the tiles are just a black image.
I would like to be able to tell which image the 'user' clicks on.
I have a method called image_Click(object sender, EventArgs e)
I have an if statement inside this method that states:
if (peckedSquare.BackColor == Color.Black)
{
System.Diagnostics.Debug.WriteLine("Pecked a black square");
return;
}
This sends a String that lets me know when a black square has been clicked.
Is there an easy way to perhaps say:
//pseudo code:
if (peckedSquare.ImageName == pigeon1.png)
{
System.Diagnostics.Debug.WriteLine("Pecked Pigeon number 1");
}
I have googled my query but I have not found any suitable answers.
//EDIT
I have just re-read my code.
I was assigning each picture to a picturebox square using a randomnumber.
I had this random number as a variable, so I can just use that variable to determine which image was clicked.
ie.
if (randomNumber == 1)
{
System.Diagnostics.Debug.WriteLine("Pecked Pigeon number 1");
}
or better than that
pigeonSelected = randomNumber + 1 //as I am using an array to store the images
System.Diagnostics.Debug.WriteLine("Pecked Pigeon Number {0}", pigeonSelected);
As quick & dirty solution I would use Tag property for that, null for black tiles and file path for the others (and it's always available, even if your image comes from resources), something like this:
if (peckedSquare.Tag == null)
{
Debug.WriteLine("Pecked a black square");
}
else
{
switch (Path.GetFileName(peckedSquare.Tag.ToString()))
{
case "pigeon1.png":
break;
}
}
Of course when you create tiles you have to store file path in Tag:
PictureBox tile = new PictureBox();
tile.Image = Image.FromFile(path); // Or another source, of course
tile.Tag = path;
As alternative you may even use Name property for this, each control is named (primary for designer-code integration) but if you create controls at run-time you can set that value to anything you want (not only valid identifiers). Same usage as above just no need to call ToString().
How to Improve?
Please let me say this solution is not very OOP. Even without a big refactoring we can do little bit better. Note that you can store whatever you want in Tag property. A number, a simple string unrelated to file name or even (maybe better) a class or an enum that represents that image (to delegate action to that object). This is a very raw example:
abstract class Tile {
public abstract void Activate();
}
sealed class EmptyTile : Tile {
public virtual void Activate() {
Debug.WriteLine("Pecked a black square");
}
}
sealed class ImageTile : Tile {
public ImageTile(string content) {
_content = content;
}
public virtual void Activate() {
Debug.WriteLine(_content);
}
private string _content;
}
In this way in your click event handler you can do this:
((Tile)peckedTile.Tag).Activate();
No need to check what's inside or to compare with null. No if and no switch, just don't forget to put proper object (ImageTile or BlackTile) when you create tiles.
Use PictureBox.Load(string) method to load images from file. Then the file path will be stored in the
PictureBox.ImageLocation property:
A call to the Load method will overwrite the ImageLocation property, setting ImageLocation to the URL value specified in the method call.
So you can write for example:
if (peckedSquare.ImageLocation.EndsWith("pigeon1.png"))
{
System.Diagnostics.Debug.WriteLine("Pecked Pigeon number 1");
}
I think you could do something like the following:
private List<PictureBox> pictures = null;
string[] ImageNames = new string[]
{
"images\\test_1.jpg",
"images\\test_2.jpg"
};
private void Form1_Load(object sender, EventArgs e)
{
pictures = new List<PictureBox>();
for (var idx = 0; idx < ImageNames.Length; idx++)
{
pictures.Add(new PictureBox());
pictures[idx].Image = new Bitmap(ImageNames[idx]);
pictures[idx].Click += OnClick;
// you'll want to set the offset and everything so it shows at the right place
Controls.Add(pictures[idx]);
}
}
private void OnClick(object sender, EventArgs eventArgs)
{
// you'll definitely want error handling here
var ImageName = ImageNames[pictures.IndexOf((PictureBox) sender)];
}
You can see that in the click method you will be able to get the image name, which is what you are looking for I believe.
As others have said, you can also use the "Tag" property assuming you weren't already using this for some other purpose. The nice thing about tag is you can probably also edit it through the form designer which allows you to lay things out a little more nicely than the automatic layout I used above. Good luck!
You can do something like this using the Tag property like #Adriano suggested:
public Form1()
{
InitializeComponent();
pictureBox1.Click += pictureBox_Click;
pictureBox2.Click += pictureBox_Click;
pictureBox3.Click += pictureBox_Click;
// ...
pictureBox1.Tag = "picture1.png";
pictureBox2.Tag = "picture2.png";
pictureBox3.Tag = "picture3.png";
}
void pictureBox_Click(object sender, EventArgs e)
{
PictureBox pb = sender as PictureBox;
if (pb.BackColor != Color.Black)
Debug.WriteLine(pb.Tag.ToString());
else
Debug.WriteLine("Black image");
}
I have a program which has 16 grid tiles using picturebox but only uses 5 images, the rest of the tiles are just a black image.
I would like to be able to tell which image the 'user' clicks on.
I have a method called image_Click(object sender, EventArgs e)
I have an if statement inside this method that states:
if (peckedSquare.BackColor == Color.Black)
{
System.Diagnostics.Debug.WriteLine("Pecked a black square");
return;
}
This sends a String that lets me know when a black square has been clicked.
Is there an easy way to perhaps say:
//pseudo code:
if (peckedSquare.ImageName == pigeon1.png)
{
System.Diagnostics.Debug.WriteLine("Pecked Pigeon number 1");
}
I have googled my query but I have not found any suitable answers.
//EDIT
I have just re-read my code.
I was assigning each picture to a picturebox square using a randomnumber.
I had this random number as a variable, so I can just use that variable to determine which image was clicked.
ie.
if (randomNumber == 1)
{
System.Diagnostics.Debug.WriteLine("Pecked Pigeon number 1");
}
or better than that
pigeonSelected = randomNumber + 1 //as I am using an array to store the images
System.Diagnostics.Debug.WriteLine("Pecked Pigeon Number {0}", pigeonSelected);
As quick & dirty solution I would use Tag property for that, null for black tiles and file path for the others (and it's always available, even if your image comes from resources), something like this:
if (peckedSquare.Tag == null)
{
Debug.WriteLine("Pecked a black square");
}
else
{
switch (Path.GetFileName(peckedSquare.Tag.ToString()))
{
case "pigeon1.png":
break;
}
}
Of course when you create tiles you have to store file path in Tag:
PictureBox tile = new PictureBox();
tile.Image = Image.FromFile(path); // Or another source, of course
tile.Tag = path;
As alternative you may even use Name property for this, each control is named (primary for designer-code integration) but if you create controls at run-time you can set that value to anything you want (not only valid identifiers). Same usage as above just no need to call ToString().
How to Improve?
Please let me say this solution is not very OOP. Even without a big refactoring we can do little bit better. Note that you can store whatever you want in Tag property. A number, a simple string unrelated to file name or even (maybe better) a class or an enum that represents that image (to delegate action to that object). This is a very raw example:
abstract class Tile {
public abstract void Activate();
}
sealed class EmptyTile : Tile {
public virtual void Activate() {
Debug.WriteLine("Pecked a black square");
}
}
sealed class ImageTile : Tile {
public ImageTile(string content) {
_content = content;
}
public virtual void Activate() {
Debug.WriteLine(_content);
}
private string _content;
}
In this way in your click event handler you can do this:
((Tile)peckedTile.Tag).Activate();
No need to check what's inside or to compare with null. No if and no switch, just don't forget to put proper object (ImageTile or BlackTile) when you create tiles.
Use PictureBox.Load(string) method to load images from file. Then the file path will be stored in the
PictureBox.ImageLocation property:
A call to the Load method will overwrite the ImageLocation property, setting ImageLocation to the URL value specified in the method call.
So you can write for example:
if (peckedSquare.ImageLocation.EndsWith("pigeon1.png"))
{
System.Diagnostics.Debug.WriteLine("Pecked Pigeon number 1");
}
I think you could do something like the following:
private List<PictureBox> pictures = null;
string[] ImageNames = new string[]
{
"images\\test_1.jpg",
"images\\test_2.jpg"
};
private void Form1_Load(object sender, EventArgs e)
{
pictures = new List<PictureBox>();
for (var idx = 0; idx < ImageNames.Length; idx++)
{
pictures.Add(new PictureBox());
pictures[idx].Image = new Bitmap(ImageNames[idx]);
pictures[idx].Click += OnClick;
// you'll want to set the offset and everything so it shows at the right place
Controls.Add(pictures[idx]);
}
}
private void OnClick(object sender, EventArgs eventArgs)
{
// you'll definitely want error handling here
var ImageName = ImageNames[pictures.IndexOf((PictureBox) sender)];
}
You can see that in the click method you will be able to get the image name, which is what you are looking for I believe.
As others have said, you can also use the "Tag" property assuming you weren't already using this for some other purpose. The nice thing about tag is you can probably also edit it through the form designer which allows you to lay things out a little more nicely than the automatic layout I used above. Good luck!
You can do something like this using the Tag property like #Adriano suggested:
public Form1()
{
InitializeComponent();
pictureBox1.Click += pictureBox_Click;
pictureBox2.Click += pictureBox_Click;
pictureBox3.Click += pictureBox_Click;
// ...
pictureBox1.Tag = "picture1.png";
pictureBox2.Tag = "picture2.png";
pictureBox3.Tag = "picture3.png";
}
void pictureBox_Click(object sender, EventArgs e)
{
PictureBox pb = sender as PictureBox;
if (pb.BackColor != Color.Black)
Debug.WriteLine(pb.Tag.ToString());
else
Debug.WriteLine("Black image");
}
I have a WinForms app that displays an animated gif in the simplest possible way - there is a PictureBox that loads the .gif directly.
The code generated by the WinForms designer looks like this:
//
// pictureBoxHomer
//
this.pictureBoxHomer.BackgroundImageLayout = System.Windows.Forms.ImageLayout.None;
this.pictureBoxHomer.Dock = System.Windows.Forms.DockStyle.Fill;
this.pictureBoxHomer.Image = ((System.Drawing.Image)(resources.GetObject("pictureBoxHomer.Image")));
this.pictureBoxHomer.Location = new System.Drawing.Point(3, 3);
this.pictureBoxHomer.Name = "pictureBoxHomer";
this.pictureBoxHomer.Size = new System.Drawing.Size(905, 321);
this.pictureBoxHomer.SizeMode = System.Windows.Forms.PictureBoxSizeMode.CenterImage;
this.pictureBoxHomer.TabIndex = 0;
this.pictureBoxHomer.TabStop = false;
The image is, of course, this: http://media.tumblr.com/tumblr_m1di1xvwTe1qz97bf.gif
Problem: while this animated gif displays wondrously in the browser, it is running way too fast in the WinForms app, which is not as happy as needed. So:
Question: is there a way to slow down an animated gif in a WinForms app?
I believe the answer is rather image-related than C#. If you edit that specific image in a tool like GIMP and take a look at the layers, you'll see it's a composition of 10 layers (frames) but no "delay time" between them is set - it has (0ms) in layer's attribute. You can edit layer's attribute and change it by right-clicking on it and selecting that option in menu. Of course, at the end you have to export your new image and save it as a GIF, selecting "animated" in options.
I believe in this case (when no delay time between frames is specified) web browser and C# PicutureBox force their own,different, default values. So, if you put a delay let say 100ms, like described here in step 3, you'll make the animation slow down.
For future reference, it is possible to override the delay time of a GIF in a picture box. Here is a rough example:
public partial class Form1 : Form
{
private FrameDimension dimension;
private int frameCount;
private int indexToPaint;
private Timer timer = new Timer();
public Form1()
{
InitializeComponent();
dimension = new FrameDimension(this.pictureBox1.Image.FrameDimensionsList[0]);
frameCount = this.pictureBox1.Image.GetFrameCount(dimension);
this.pictureBox1.Paint += new PaintEventHandler(pictureBox1_Paint);
timer.Interval = 100;
timer.Tick += new EventHandler(timer_Tick);
timer.Start();
}
void timer_Tick(object sender, EventArgs e)
{
indexToPaint++;
if(indexToPaint >= frameCount)
{
indexToPaint = 0;
}
}
void pictureBox1_Paint(object sender, PaintEventArgs e)
{
this.pictureBox1.Image.SelectActiveFrame(dimension, indexToPaint);
e.Graphics.DrawImage(this.pictureBox1.Image, Point.Empty);
}
}
How to make multiple buttons play different sounds one at a time and have a common stop button using Windows Phone XNA framework? When a sound is played, it should play looped until one hits the stop button or hits another button.
The way I used SoundEffect with CreateInstance, it looped and played fine but when a second button is clicked, the second sound starts playing along with the first. Also need help with creating the common stop button. Thanks a lot in advance.
I was trying something like below for each button.
private void button2_Click(object sender, RoutedEventArgs e)
{
var stream = TitleContainer.OpenStream("Sounds/A3.wav");
var effect = SoundEffect.FromStream(stream);
SoundEffectInstance instance = effect.CreateInstance();
instance.IsLooped = true;
instance.Play();
But since the instance created isn't on a program-wide level, I'm having trouble creating a common stop button.
I'm a beginner in programming. Thank you for your understanding.
You can add a member variable to your class and some helper methods:
public class YourClass
{
private SoundEffectInstance currentSoundEffect = null;
private void StopCurrentSoundEffect()
{
this.currentSoundEffect.Stop();
this.currentSoundEffect = null;
}
private void PlaySoundEffect(string fileName)
{
this.StopCurrentSoundEffect();
using (var stream = TitleContainer.OpenStream("Sounds/A3.wav"))
{
var soundEffect = SoundEffect.FromStream(stream);
this.currentSoundEffect = soundEffect.CreateInstance();
this.currentSoundEffect.IsLooped = true;
this.currentSoundEffect.Play();
}
}
}
Now, each of your event handlers can just call this.PlaySoundEffect with the desired file name.
How can I clear draw image on picturebox?
The following doesn't help me:
pictbox.Image = null;
pictbox.Invalidate();
Please help.
EDIT
private void pictbox_Paint(object sender, PaintEventArgs e)
{
Graphics g = e.Graphics;
vl.Draw(g, ref tran.realListForInsert);
}
public void Draw(Graphics g, ref List<double> arr)
{
g.DrawRectangle(new Pen(Brushes.Red, 3), nodeArr[Convert.ToInt32(templstName)].pict.Location.X, nodeArr[Convert.ToInt32(templstName)].pict.Location.Y, 25, 25);
g.DrawRectangle(new Pen(Brushes.Green, 3), nodeArr[Convert.ToInt32(templstArgName)].pict.Location.X, nodeArr[Convert.ToInt32(templstArgName)].pict.Location.Y, 25, 25);
nodeArr[Convert.ToInt32(templstName)].text.Text = arr[Convert.ToInt32(templstArgName)].ToString();
arr[Convert.ToInt32(templstName)] = arr[Convert.ToInt32(templstArgName)];
}
Setting the Image property to null will work just fine. It will clear whatever image is currently displayed in the picture box. Make sure that you've written the code exactly like this:
picBox.Image = null;
As others have said, setting the Image property to null should work.
If it doesn't, it might mean that you used the InitialImage property to display your image. If that's indeed the case, try setting that property to null instead:
pictBox.InitialImage = null;
if (pictureBox1.Image != null)
{
pictureBox1.Image.Dispose();
pictureBox1.Image = null;
}
You need the following:
pictbox.Image = null;
pictbox.update();
private void ClearBtn_Click(object sender, EventArgs e)
{
Studentpicture.Image = null;
}
I assume you want to clear the Images drawn via PictureBox.
This you would be achieved via a Bitmap object and using Graphics object. you might be doing something like
Graphics graphic = Graphics.FromImage(pictbox.Image);
graphic.Clear(Color.Red) //Color to fill the background and reset the box
Is this what you were looking out?
EDIT
Since you are using the paint method this would cause it to be redrawn every time, I would suggest you to set a flag at the formlevel indicating whether it should or not paint the Picturebox
private bool _shouldDraw = true;
public bool ShouldDraw
{
get { return _shouldDraw; }
set { _shouldDraw = value; }
}
In your paint just use
if(ShouldDraw)
//do your stuff
When you click the button set this property to false and you should be fine.
For the Sake of Understanding:
Depending on how you're approaching your objective(s), keep in mind that the developer is responsible to Dispose everything that is no longer being used or necessary.
This means: Everything you've created along with your pictureBox (i.e: Graphics, List; etc) shall be disposed whenever it is no longer necessary.
For Instance:
Let's say you have a Image File Loaded into your PictureBox, and you wish to somehow Delete that file.
If you don't unload the Image File from PictureBox correctly; you won't be able to delete the file, as this will likely throw an Exception saying that the file is being used.
Therefore you'd be required to do something like:
pic_PhotoDisplay.Image.Dispose();
pic_PhotoDisplay.Image = null;
pic_PhotoDisplay.ImageLocation = null;
// Required if you've drawn something in the PictureBox. Just Don't forget to Dispose Graphic.
pic_PhotoDisplay.Update();
// Depending on your approach; Dispose the Graphics with Something Like:
gfx = null;
gfx.Clear();
gfx.Dispose();
Hope this helps you out.
I've had a stubborn image too, that wouldn't go away
by setting the Image and InitialImage to null.
To remove the image from the pictureBox for good, I had to use the code below,
by calling Application.DoEvents() repeatedly:
Application.DoEvents();
if (_pictureBox.Image != null)
_pictureBox.Image.Dispose();
_pictureBox.Image = null;
Application.DoEvents();
if (_pictureBox.InitialImage != null)
_pictureBox.InitialImage.Dispose();
_pictureBox.InitialImage = null;
_pictureBox.Update();
Application.DoEvents();
_pictureBox.Refresh();
I had to add a Refresh() statement after the Image = null to make things work.
I used this method to clear the image from picturebox. It may help some one
private void btnClear1_Click(object sender, EventArgs e)
{
img1.ImageLocation = null;
}
Its so simple!
You can go with your button click event,
I used it with a button property Name: "btnClearImage"
// Note 1a:
// after clearing the picture box
// you can also disable clear button
// by inserting follwoing one line of code:
btnClearImage.Enabled = false
// Note 1b:
// you should set your button Enabled property
// to "False"
// after that you will need to Insert
// the following line to concerned event or button
// that load your image into picturebox1
// code line is as follows:
btnClearImage.Enabled = true;
You should try. When you clear your Graphics you must choose color. SystemColors.Control is native color of form
Graphics g = pB.CreateGraphics();
g.Clear(SystemColors.Control);
clear pictureBox in c# winform Application
Simple way to clear pictureBox in c# winform Application