Output to a Picture Box Alternative - c#

For a project I'm working on, a stopwatch-like timer needs to be displayed to the form. If I remember correctly in VB, text could be outputted to a picture box, but I can't find a way to do it in c#. A label would work, if there is a way to prevent the resizing of the box. Thanks.

A Label would probably be the simplest option. I'm not sure why you would need to prevent resizing of the picturebox (which is also simple to do).
If you are worried about your picturebox being resized and your Label no longer being centered, or being the wrong size, you can just put code in the resize event which dynamically updates the size and location of the Label and its font, based on the current size of the picturebox.
However, if you are determined to not use labels, you can always have your picturebox subscribe to the Paint event and then use e.Graphics to just draw your text whenever the picturebox is repainted.
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
using (Font myFont = new Font("Microsoft Sans Serif", 10))
{
e.Graphics.DrawString("This time is...Hammertime", myFont, Brushes.Black, new Point(0,0));
}
}
However, you would also have to redraw this for every iteration of your timer.
Like I said, Label would be a better option than this. Calling e.Graphics wouldn't give you any real advantage over Label , but it would create more things for you to worry about.

Using a TextBox is probably the most appropriate thing for this; just set ReadOnly to true.

Related

C# WinForms, ToolTip with semi-transparent background

i'm working on this small WinForm app and decided to use custom drawn tooltip with semi-transparent background. So i started with setting the OwnerDraw property on ToolTip to True, created event handlers for Draw and Popup events (see the example code bellow. The commented version isn't working either).
private void toolTip_Popup(object sender, PopupEventArgs e)
{
e.ToolTipSize = new Size(400, 400);
}
private void toolTip_Draw(object sender, DrawToolTipEventArgs e)
{
//e.Graphics.FillRectangle(new SolidBrush(Color.FromArgb(120, Color.Red)), new Rectangle(e.Bounds.Location, e.Bounds.Size));
e.Graphics.FillRectangle(new SolidBrush(Color.FromArgb(120, Color.Red)), new Rectangle(0, 0, 400, 400));
}
Now when the ToolTip is shown for the first time for a specific control everything works as intended. See the picture bellow (400x400 tooltip with semi-transparent red background).
But when i hover over the same control for the second time ToolTip loses its semi-transparency. See the picture bellow. Why is that so?
Thank you all for your help. I'm pretty sure that Ben Voigts answer, or Jimis comments could solve this problem somehow too (i'll try them out later and update the answer if i'll be able to utilise them).
I based my solution on the first comment made by Hans Passant where he suggested to use Graphics.CopyFromScreen() in Popup event handler(toolTipDay_Popup), to capture the image underneath the ToolTip and then in Draw event handler(toolTipDay_Draw) i just drew the captured image.
(There is a problem with different DPI scalings as noted by Hans Passant, but that can be +- solved by Farshid T answer in How to get Windows Display settings?, i didn't include it in code bellow).
So the solution i'm using right now is as follows:
Bitmap dayToolTipBackground = new Bitmap(200, 200);
private void toolTipDay_Popup(object sender, PopupEventArgs e)
{
e.ToolTipSize = new Size(200, 200);
var backGraphics = Graphics.FromImage(dayToolTipBackground);
var cursorPosition = Cursor.Position;
backGraphics.CopyFromScreen(new Point(Cursor.Position.X, Cursor.Position.Y + 21), new Point(0, 0), new Size((200, 200)));
}
private void toolTipDay_Draw(object sender, DrawToolTipEventArgs e)
{
e.Graphics.DrawImage(dayToolTipBackground, new Point(0, 0));
e.Graphics.FillRectangle(new SolidBrush(Color.FromArgb(120, Color.Red)), new Rectangle(e.Bounds.Location, e.Bounds.Size));
}
The first time you hover over the control, a new instance of tooltip is created with the transparent color (ARGB.120). When you click outside the tooltip, whether the tooltip object is fully disposed or are you simply setting the instance as invisible?
When you are hovering over the instance for the second time, then, if the old tooltip object is not disposed, there is a chance that the same object is called again. So now when you do Graphics.FillRectangle() on an existing tooltip with color = ARGB.120, you are just overlaying another layer of ARGB.120 color on it, which will darken it further because the color levels are changed.
Therefore when you click outside the tooltip after you call it for the first time, you might need to dispose the tooltip object(or the e.Graphics object, if that doesn't affect other parts of your application) and create new tooltip objects every time you hover over the control.
Windows needs to be told that the windows beneath the popup need to be redrawn. This is done via a "layered window" style. With layering, the content gets drawn in z-order and transparency blending works. Without layering, only the top window gets sent a repaint and it draws on top of meaningless leftover data in the DC's screen buffer.
You can try p/invoking SetLayeredWindowAttributes
I strongly recommend reading the MSDN documentation on Layered Windows:
Here and here

Refresh child controls in flowlayoutpanel when scrolling

In .NET 3.5 with winforms I'm making an image thumbnail viewer control.
The main control is derived from a FlowLayoutPanel which takes a list of images and displays them. The images which are displayed are made from a CustomControl on which I paint the and the accompanying label as well as the border of the control.
Images can be selected through clicking and yada yada as you would expect for that kind of control.
Here's a screenshote to illustrate:
That part works fine. The problem is then when I scroll the FlowLayoutPanel derived control the border doesn't redraw properly and there are lines remaining as shown in this screenshot:
I have set both the FlowLayoutPanel and the Images to double buffered. And the images and labels do not have the problem, so I suspect it is something else, but can't figure out what it is.
I think the method used to paint the border of the images might be at fault. Here's the code I use:
protected override void OnPaint(PaintEventArgs e)
{
Rectangle captionContainer;
captionContainer = new Rectangle();
if (!string.IsNullOrEmpty(this.Caption))
captionContainer = this.DrawCaption(e.Graphics);
if (this.Image != null)
this.DrawImage(e.Graphics, captionContainer);
this.Size = new Size(this.Padding.Horizontal + this.ImageSize.Width, this.Padding.Vertical + this.ImageSize.Height + captionContainer.Height);
ControlPaint.DrawBorder(e.Graphics, e.ClipRectangle, this.currentBorderColor, ButtonBorderStyle.Solid);
base.OnPaint(e);
}
I'll post more code if needed, but it is pretty lengthy, so I do not want to put too much code unless it actually is necessary.
Can anybody see where this is going wrong?
I have solved by also drawing the border using the Graphics object. Replacing
ControlPaint.DrawBorder(e.Graphics, e.ClipRectangle, this.currentBorderColor, ButtonBorderStyle.Solid);
with
e.Graphics.DrawRectangle(new Pen(this.currentBorderColor, 1F), new Rectangle(Point.Empty, new Size(this.Width - 1, this.Height - 1)));
does the trick. No idea why one works and not the other though...

How can I add transparency to a c# form while keeping controls visible?

UPDATE: I took a break from messing with the transparency stuff for a few days. I started messing with it again tonight. I got a new result using Hans Passant's solution:
http://img3.imageshack.us/img3/4265/icontransp.jpg
Passant's solution does solve the issue of the transparent background gradient. However, I'm still running into the problem with the transparent colors in my icon blending with the form's BackColor. You can see the fuchsia around various parts of the icon in the above image.
ORIGINAL CONTENT:
I've been going at this for several hours now, and I haven't had much luck. I've messed with Control.Region, Form.TransparencyKey, Form.Opacity, and a couple other random things with some funky effects.
Lately I've been trying to customize my desktop and decided to mess with Application Docks. After seeing what the Mac dock and a few third-party Windows implementations had to offer, I decided I wanted to build my own.
Eventually I want to move on to using the Win32 API. For now I just want to get something working using as much C# and .Net framework capabilities as possible.
There are a few things I want to be able to do in this application:
Display a form/menu with a gradient background.
Allow the form/menu to have transparency while keeping icons opaque.
Display icons that contain transparent backgrounds.
The Menu and Icons should be able to receive mouse-related events (hover, leave, click, dragover, dragdrop, and a few others).
This is the effect I'm shooting for:
http://img207.imageshack.us/img207/5716/desired.jpg
This image shows the visual effects I'm trying to achieve. This was a skin I made for a program called Rainmeter. The image shows Notepad++ behind the skin with a few of the skin's files open in the editor. The menu is transparent, but the icons remain opaque.
My Approach:
Using a Form to act as the menu seemed like a logical first choice to me. I have a basic understanding of events. I'm not quite sure how to create my own click events, so a form would make working with events a tad easier. I considered a few options for the icons. I decided I'd use PictureBoxes for the icons, since they can hold images and receive events.
Once I finished the code for all the structural logic of my menu, I started playing around with it to try to get the visual effect I wanted. Form.Opacity affected the transparency of everything on the form. Since I want the icons to be fully opaque, I left this property alone. I tried setting the BackColor to Color.Transparent, but that gives an error. I played around with a few combinations...
http://img204.imageshack.us/img204/757/effectsi.jpg
I drew the gradient with a Drawing2D.LinearGradientBrush into a Bitmap. This Bitmap was then placed as the Form.BackgroundImage or as a PictureBox.Image. If used, the PictureBox was sized to cover the entire Form and sent to the back.
I noticed that some of the Form.BackgroundColor would be mixed in with the outlines of my icons. The icons have transparency along the edges for a smoother appearance. Since the icons are picking up the Form's BackgroundColor, this makes me think that the PictureBoxes are creating new images when the icons are loaded into the form. The semi-transparent portions of the image are then merged with the Form's BackgroundColor when they should merge with whatever colors are behind the form.
http://img838.imageshack.us/img838/8299/whitedesktop.jpg
In this image you can see the Fuchsia existing in the icons even though the Form's Fuchsia color is now completely transparent. I forgot to point out that the same green to yellow gradient with an Alpha value of 150 was used in every case. In the images where the gradient doesn't look green, it's because the transparent colors are blending with the Fuchsia background.
I'm not really sure what to do from here. I feel like I could get what I want if I could somehow make the Form alone completely transparent. I was also thinking I may have better luck just drawing the icons instead of using PictureBoxes. The problem then would be setting up the icons to receive mouse events. (I've never made my own events, and I think it would involved some Win32 API calls.)
Is there something else I can do with the PictureBoxes to get the effect I want? Whichever the case, I'm open to any ideas or suggestions for the overall effect I'm trying to achieve.
This is pretty easy to do in Winforms. What you need is a sandwich of two forms. The bottom one should provide the transparent gradient background, the top one should draw the icons and handle mouse clicks. Some sample code:
public partial class Form1 : Form {
public Form1() {
InitializeComponent();
this.TopMost = true;
this.FormBorderStyle = FormBorderStyle.None;
this.TransparencyKey = this.BackColor = Color.Fuchsia;
this.Opacity = 0.3;
var overlay = new Form();
overlay.FormBorderStyle = FormBorderStyle.None;
overlay.TransparencyKey = overlay.BackColor = Color.Fuchsia;
overlay.StartPosition = FormStartPosition.Manual;
overlay.Location = this.Location;
overlay.MouseDown += HandleIconClick;
this.Resize += delegate { overlay.Size = this.Size; };
this.LocationChanged += delegate { overlay.Location = this.Location; };
overlay.Paint += PaintIcons;
this.Paint += PaintBackground;
this.Load += delegate { overlay.Show(this); };
}
private void PaintBackground(object sender, PaintEventArgs e) {
var rc = new Rectangle(0, 0, this.ClientSize.Width, this.ClientSize.Height);
using (var br = new LinearGradientBrush(rc, Color.Gainsboro, Color.Yellow, 0f)) {
e.Graphics.FillRectangle(br, rc);
}
}
private void PaintIcons(object sender, PaintEventArgs e) {
e.Graphics.DrawIcon(Properties.Resources.ExampleIcon1, 50, 30);
// etc...
}
void HandleIconClick(object sender, MouseEventArgs e) {
// TODO
}
}
Which looks like this with the somewhat random colors and icon I selected:
OK, I got a bit lost in all that, but from the description in the original paragraph, I would make sure the background rectangle is NOT the visual parent of the pictureboxes. Make them overlapping siblings, with the pictureboxes in front using Panel.Zindex.
Then you can just change the opacity of the rectangle, without affecting the icons. Also make sure the icon source image files have a transparent background.
Should work I think.

c# - clear surface when resizing

I'm trying to build my own custom control for a windows forms application in C#.Net. Currently I paint some rectangles and other graphic elements using the paint event.
When I now resize the app form to fit the desktop size, all elements are repainted (which is exactly the behaviour I need) but the old one's are shown in the background.
Here's what I'm doing by now:
Pen penDefaultBorder = new Pen(Color.Wheat, 1);
int margin = 5;
private void CustomControl_Paint(object sender, PaintEventArgs e) {
CustomControl calendar = (CustomControl)sender;
Graphics graphics = e.Graphics;
graphics.Clear(Color.WhiteSmoke);
graphics.DrawRectangle(penDefaultBorder, margin, margin, calendar.Width - margin * 2, calendar.Height - margin * 2);
//...
}
Neither the graphics.Clear, nor adding a graphics.FillRectangle(...) will hide the old rectangle from the surface.
Ideas? Thank you all.
Paint events usually don't request an update for the entire canvas, just the area specified in the PaintEventArgs. I'm guessing what's happening is that only the newly-exposed regions of the canvas are being passed in the PaintEventArgs.
This one of the reasons that you shouldn't do any rendering in the Paint event. You should render to an offscreen bitmap - a buffer - and copy from that buffer to the control's canvas in the Paint event.
Searching for "double buffering" here or on Google will give you many examples of the technique.
Have you tried .Invalidate() to cause the form to redraw?

.NET UserControl: Size property gives incorrect value on Resize event

Excuse the code dump, these are functions within a UserControl
private void PNGQuantPreviewControl_Resize(object sender, EventArgs e)
{
createOffScreenBm();
draw();
}
private void createOffScreenBm()
{
offScreenBm = new Bitmap(this.Size.Width, this.Size.Height);
offScreenGfx = Graphics.FromImage(offScreenBm);
}
private void draw()
{
// draw background
offScreenGfx.FillRectangle(transTexture, 0, 0, offScreenBm.Width, offScreenBm.Height);
// draw image preview
offScreenGfx.DrawImage(pngQuantPreview, getTopLeftPosition());
// apply to picture box
this.CreateGraphics().DrawImage(offScreenBm, 0, 0);
}
So, when the control changes size, it recreates the offscreen bitmap to reflect the new size and redraws the image.
However, if I quickly resize the control the bitmap doesn't fill it, there's a gap left at the right and/or bottom.
I'm fairly new to C#, so there's probably something obvious I'm doing wrong, or I'm reading the size values at the wrong time. Any ideas?
First of all you need to overwrite OnPaint method, or subscribe to Paint event and draw everything there.
Second you do not need to create offscreen bitmap for double buffering, because in .net already exist class for such purposes BufferedGraphics.
And third, it is much better to create UserControl descedant and enable internal .net double buffering, something like this:
public UserControl2
{
SetStyle(ControlStyles.OptimizedDoubleBuffer | ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint, true);
}
Using this approach you will get double-buffering, and all you need is to draw your graphics in OnPaint method. You can read more about this control styles in Msdn.
Have you considered overriding the OnPaint method and placing the code within that method? This would result in your drawing code being executed any time the control needs to be redrawn, regardless of the reason.
A resize event does not necessarily wait until you are finished resizing the parent container. When the resize event is raised it needs to wait until the code exits before it can capture a new resize event so when the window/control is resized quickly, it can't keep up all that well and what you get is the last time it was able to capture the event, not necessarily the final state of the control ... if that makes any sense.
Do you have anything like a splitter on your control, or a MinSize or MaxSize declared?

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