How would I go about drawing a rectangle like this image?
(Notice rectangle slight grey in the middle)
Screenshot
I've got drawing Rectangles on Forms/PictureBox's ect but for the of me can't figure out how to do it over all your open applications.
Any feedback will be much appreciated
If you want just a border you can use ControlPaint.DrawReversibleFrame.
You need to create a window that is set to the size of the display. No border, no background. Basically, an invisible window. Then you can draw rectangles or whatever else you want and they will appear to be overlaid on top of other things.
Keep in mind you cannot keep this window open all the time as it will cover up everything else and prevent events from getting through. Open it as needed and then close it.
Related
I'm writing a form in C# and have several panels. I need to draw a line between two of the panels. I've found online several ways to go about this, the most promising appears to be to create a third panel, make it transparent, place it on top of my original panels and draw the line here.
I'm not able to get the panel to be transparent, even if I set its BackColor and ForeColor properties to transparent (in code or in design view of VS).
Any ideas on how to make the panel itself transparent (or not Visible) but have the line I draw on it still visible on top of everything else?
Thanks in advance.
No, it's transparent. See this by giving the form's BackgroundImage a value. You'll see it through the transparent panel. Of course, that's not the kind of transparency you want, you want stacking effects to work. There is no direct support for that.
If you want layers to work then don't use controls. Use the Paint event to draw. Now there's no problem, if you want transparency then just don't paint. Draw a line across an image simply by drawing the image first. This is also the rendering model of WPF.
You can actually do this pretty easily as your own UserControl. Here's a code example:
Drawing on top of controls inside a panel (C# WinForms)
This is similar to what you were originally attempting to do, only instead of drawing a line on top of a transparent panel, this code creates an irregularly-shaped user control (which happens to be in the irregular shape of a line).
I'm pasting an image from the game im building.
the matrix of empty cells you see are made of PictureBox[][].
I wan't whenever I drop a coin to one of the columns... I want it to go down but the purple stuff will hide the falling coin and the gray color you see wont hide it.
How do I make this effect?
please notice that in each PictureBox control I have set the BG Image as you can see
Don't do it like that.
Create custom control. In custom control, override Paint, and then draw COIN sprite first, then draw mask over it. Be sure that you use double-buffered painting here.
It will work like a charm, trust me!
And, since you are (I gueess) building 5-in-a-row game here, your custom control will be able to paint occupied slots as well.
By designing custom control, you'll be able to hide all the animation and graphics stuff away from your main form.
I don't think it is possible like that. Controls in WinForms cannot be transparent, that is the problem
I would think in three directions:
Forgetting about controls and
painting everything OnPaint event of
the form. It is not too complicated
(well it would be more complicated
to detect some mouse events like you
did now, as you wouldn't know which
graybox is hit, but rather just
mouse coordinates)
Experimenting with coin as a form
(forms can be transparent)
Possibly using WPF with same logic
you did, as controls can be
transparent there
Controls in Windows Forms can be transparent. You need to set the TransparencyKey of the Form to some color that you never plan on using (many people seem to love/hate Magenta for this), and then set the BackgroundColor of each PictureBox to the same color. The result should be a transparent PictureBox with its Image drawn over it. I'm pretty sure this won't work with the BackgroundImage property, mind you- just the Image property.
One potentially unwanted side effect of this method is that you'll be able to see whatever's behind your form (the desktop, other application windows, etc.) through the transparent places in the PictureBox.
Question:
How do I scrape what a transparent panel shows into a bitmap?
Background:
I need to make a form that sits on top of everything and blurs part of the screen but doesn't stop the user from interacting with it. Odd... I know.
I created a form and added a panel to it. I then set the set background color of the panel to red. Then set the form's TransparentKey property to red and topmost = True.
So now I have a transparent panel. Cool. I can interact with the app below it. Cool. Now I just need to add the blur. I would like to take what is showing on panel1 and blur it then display on panel2 that sits over the top of panel1. Or at least that is the idea.
Important detail:
DrawToBitmap() just shows the red background.
This is running on XP.
Yes, DrawToBitmap(). But not on the transparent panel, on the one that's underneath it. If that 'panel' isn't actually yours then you have to use Graphics.CopyFromScreen().
Not sure what you intend to do with it, but drawing the blurred image in the transparent panel will make it non-transparent and you cannot interact with the underlying window anymore. Also, don't use Red, you'll get unintended transparency if the underlying window contains any red. Color.Fuchsia is a good choice, it is a fuchsed-up color.
I've been searching around for this, I've managed to find out out to change the size of our window, and how to change the resolution of the monitor.
But I can't seem to find how to tell OpenGL where and how big my viewport is.
Example: the game starts up in 400x300, and I expand the window to 800x600. I now have a 800x600 window, but only a 400x300 box in the corner is being rendered to.
I get the same problem when switching to fullscreen, the gray area covers the entire screen, but I only have a small box in the corner being rendered to.
Any OpenTK people out there that know how to do this?
You need to refresh your viewport:
GL.Viewport(gameWindow.ClientRectangle);
I'm trying to write a very simple photo editor using C# 2008 or QT4.
How to make a resizeable rectangle selection tool like the photoshop did?
If you are talking about the "classic" "rubber band" type of selection rectangle, check out How to draw a rubber band rectangle or a focus rectangle in Visual C#.
WPF Code Example: http://www.codeproject.com/KB/WPF/wpfmarchingants.aspx?display=Print
This one is a bit more complicated because it involves image cropping, but if you scroll down to the selection rectangle, you can see the basic formulas for calculating the rectangle: http://69.10.233.10/KB/WPF/ImageCropper.aspx
Lastly, another one using GDI: http://codelog.blogial.com/2008/10/31/rubber-band-selection-rectangle-in-c/
If you provide more specifics, I'm sure we can help you out more.
Qt has a class for that:
http://doc.trolltech.com/4.5-snapshot/qrubberband.html
I don't know the specific calls, but the idea is this:
You want to draw a transparent rectangle with an opaque or dotted border. The rectangle appears when the mouse button is clicked. While the button is held, the dimension of the rectangle will change as the mouse moves, with the top-left point at the position where the button was clicked and the bottom-right following the mouse as it moves. Releasing the button causes the rectangle to fix its position over the selection area.
You should be able to figure out the particulars from a resource on the C# Drawing namespace.