GDI+ Problem drawing a table - c#

I try to draw a table on a panel in C# Windows Form by using GDI+. The problem is that when I minimize the application, my drawing disappears. How can I avoid this and why acting this way?

Everything disappears when you minimize a window. I assume you mean that the table isn't there anymore when you restore the window. That will happen when you don't use the Paint event to draw the table but draw the screen directly. Implement the panel's Paint event:
private void panel1_Paint(object sender, PaintEventArgs e) {
e.Graphics.DrawLine(Pens.Black, 0, 0, panel1.Width, 0);
// etc...
}

Related

How to begin draw in one event and continue in another?

I am using Visual Studio 2013 to write a Windows Forms C# application. I want to draw game board on Form1_Load and draw pawns on button click. I have written two methods: InitDraw() and Draw(). When both method are in Form1_Load() or button1_Click() it's OK, but if InitDraw() is in Form1_Load() and Draw() is in button1_Click() - it draws only if I press Alt or move windows out of screen and move back to screen. I added Invalidate() but this does not help.
using System;
using System.Drawing;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
Bitmap drawBitmap;
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
InitDraw();
}
private void button1_Click(object sender, EventArgs e)
{
Draw();
}
private void InitDraw()
{
drawBitmap = new Bitmap(500, 500);
pictureBox1.Image = drawBitmap;
}
private void Draw()
{
Graphics g = Graphics.FromImage(pictureBox1.Image);
Pen myPen = new Pen(Color.Black);
g.DrawLine(myPen, 0, 0, 100, 100);
myPen.Dispose();
g.Dispose();
Invalidate();
}
}
}
Nobody's stopping you from drawing wherever you want, the thing to remember is to do it on a bitmap image instead of trying to force it to screen. By this I mean you need to create your own Bitmap object, and any draw functions you call you call them on this.
To actually get this to show on screen, call the Invalidate function on the host control -- not a PictureBox by the way. Something lightweight like a panel will do. And in that control's Paint event simply draw your image.
You were sort of close, but you calling Invalidate on the form, besides the fact that it's horribly inefficient to redraw everything when you know exactly what needs to be redrawn, simply won't do anything. You don't rely on the Paint event, but on the intrinsic binding a PictureBox has with a Bitmap -- Bitmap who's handle you never change. As far as the PictureBox is concerned, everything is the same so it won't actually paint itself again. When you actually force it to paint itself by dragging the window outside the screen bounds and then back in it will read the bitmap and draw what you expect.
You must draw in the Paint event of the picture box. Windows might trigger the Paint event at any moment, e.g. if a window in front of it is removed or the form containing the picturebox is moved.
What you draw on the screen is volatile; therefore, let Windows decide when to (re-)draw. You can also trigger redrawing with
picturebox1.Invalidate();
or
picturebox1.Refresh();
Difference: Invalidate waits until the window is idle. Refresh draws immediately.
If you only draw in Form_Load or Button_Click, your drawing might get lost, when windows triggers a paint on its own. Try calling picturebox1.Invalidate in these events instead.

Drawing glitches when using CreateGraphics rather than Paint event handler for custom drawing

I've written a Windows Forms app where I do custom drawing on a Panel using Control.CreateGraphics(). Here's what my Form looks like at startup:
The custom drawing is performed on the top panel in the Click event handler of the "Draw!" button. Here's my button click handler:
private void drawButton_Click(object sender, EventArgs e)
{
using (Graphics g = drawPanel.CreateGraphics())
{
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
g.Clear(Color.White);
Size size = drawPanel.ClientSize;
Rectangle bounds = drawPanel.ClientRectangle;
bounds.Inflate(-10, -10);
g.FillEllipse(Brushes.LightGreen, bounds);
g.DrawEllipse(Pens.Black, bounds);
}
}
After a click on drawButton, the form looks like this:
Success!
But when I shrink the form by dragging a corner...
...and expand it back to its original size,
part of what I drew is gone!
This also happens when I drag part of the window offscreen...
...and drag it back onscreen:
If I minimize the window and restore it, the whole image is erased:
What is causing this? How can I make it so the graphics I draw are persistent?
Note: I've created this self-answered question so I have a canonical Q/A to direct users to, as this is a common scenario that's hard to search for if you don't already know the cause of the problem.
TL;DR:
Don't do your drawing in response to a one-time UI event with Control.CreateGraphics. Instead, register a Paint event handler for the control on which you want to paint, and do your drawing with the Graphics object passed via the PaintEventArgs.
If you want to paint only after a button click (for example), in your Click handler, set a boolean flag indicating that the button has been clicked and then call Control.Invalidate(). Then do your rendering conditionally in the Paint handler.
Finally, if your control's contents should change with the size of the control, register a Resize event handler and call Invalidate() there too.
Example code:
private bool _doCustomDrawing = false;
private void drawPanel_Paint(object sender, PaintEventArgs e)
{
if (_doCustomDrawing)
{
Graphics g = e.Graphics;
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
g.Clear(Color.White);
Size size = drawPanel.ClientSize;
Rectangle bounds = drawPanel.ClientRectangle;
bounds.Inflate(-10, -10);
g.FillEllipse(Brushes.LightGreen, bounds);
g.DrawEllipse(Pens.Black, bounds);
}
}
private void drawButton_Click(object sender, EventArgs e)
{
_doCustomDrawing = true;
drawPanel.Invalidate();
}
private void drawPanel_Resize(object sender, EventArgs e)
{
drawPanel.Invalidate();
}
But why? What was I doing wrong, and how does this fix it?
Take a look at the documentation for Control.CreateGraphics:
The Graphics object that you retrieve through the CreateGraphics method should not normally be retained after the current Windows message has been processed, because anything painted with that object will be erased with the next WM_PAINT message.
Windows doesn't take responsibility for retaining the graphics you draw to your Control. Rather, it identifies situations in which your control will require a repaint and informs it with a WM_PAINT message. Then it's up to your control to repaint itself. This happens in the OnPaint method, which you can override if you subclass Control or one of its subclasses. If you're not subclassing, you can still do custom drawing by handling the public Paint event, which a control will fire near the end of its OnPaint method. This is where you want to hook in, to make sure your graphics get redrawn every time the Control is told to repaint. Otherwise, part or all of your control will be painted over to the control's default appearance.
Repainting happens when all or part of a control is invalidated. You can invalidate the entire control, requesting a full repaint, by calling Control.Invalidate(). Other situations may require only a partial repaint. If Windows determines that only part of a Control needs to be repainted, the PaintEventArgs you receive will have a non-empty ClipRegion. In this situation, your drawing will only affect the area in the ClipRegion, even if you try to draw to areas outside that region. This is why the call to drawPanel.Invalidate() was required in the above example. Because the appearance of drawPanel needs to change with the size of the control and only the new parts of the control are invalidated when the window is expanded, it's necessary to request a full repaint with each resize.

How to fix a rectangle to the borders of the form

I think I'm not clear, but I am practicing doing some pictures on a form. It's very simple code so I think it's not worth it to post it.
I want to draw some semi-transparent rectangles close to the borders of the form, which I have already managed to do. The problem is that when I re-size the form the rectangles just stay at their original positions, and don't "follow" the new position of the borders.
Make sure to do your drawing in the form's Paint event. That way, it will happen each time the control is redrawn: on a resize for example.
Here's a good example: http://msdn.microsoft.com/en-us/library/system.windows.forms.control.paint.aspx
public MyForm()
{
this.Paint += this.PaintRectangles;
}
private void PaintRectangles(object sender, PaintEventArgs e)
{
// use e.Graphics to draw stuff
}

User control repainting only when window moved

I have a custom user control which displays waveform of an audio file. I've put two instances of controls on a form. The second instance works as expected while the first instance causes the problem mentioned.
What I am doing is drawing a vertical (red) line, indicating current position. The problem is best seen in a youtube video.
This is the code of my custom controller (OnPaint() - notice that I invalidate only the region affected by the red vertical line):
protected override void OnPaint(PaintEventArgs e)
{
[...]
Invalidate(new Rectangle(x_pos-5, 0, x_pos, this.Height));
using (Pen linePen = new Pen(Color.Red, 1.5f))
{
e.Graphics.DrawLine(linePen, x_pos, 0, x_pos, this.Height);
Invalidate(new Rectangle(x_pos-2,0,x_pos+2,this.Height));
}
base.OnPaint(e);
}
Q: Since the OnPaint method is equivalent for both controls why do I need to move the window to repaint the first control (waveform)?
The problem with OnPaint is that it's only called when it's necessary, for example when the window is moved, resized, after it's brought back from minimized state, or when another window is moved on top of it.
In order to periodically repaint the window (or parts of it), you'll need to add a Timer to the form and implement its Tick event.
private void timer1_Tick(object sender, EventArgs e)
{
this.Invalidate();
}
By default, Timer.Interval is set to 100 (100 ms). If you only want to update your rectangle every second, you can increase that value to 1000 if you want.

Issue when Applying Region to a Form

I am facing a strange behavior when I apply a non-rectangular region to a Windows Form (lets say an ellipse). The issue is that the form seems to disappear for a moment (as if the region is empty) when initially resized. It looks like a slight flicker whereas the contents of the desktop behind the form become visible for a fraction of the second. After the first resize this flicker is no longer observable.
This can be reproduced by simply creating a Windows Forms project and applying an ellipse region to the form by using the size of the form as a bounds rectangle for the ellipse (in this way you will be able to resize the form hence its borders will not be completely "eaten" by the region).
Note: I am updating the region of the Form in the OnResize event.
The code that I am using looks the following way:
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
GraphicsPath path = new GraphicsPath();
path.AddEllipse(new Rectangle(Point.Empty, this.Size));
this.Region = new Region(path);
}
Any ideas what might be causing this?
Quick follow-up:
I noticed that when I put the same code snippet in the OnSizeChanged event the flicker disappears or seems to happen rarely.
Thanks!
Handles Paint event
private void Form1_Paint(object sender, PaintEventArgs e)
{
GraphicsPath path = new GraphicsPath();
path.AddEllipse(new Rectangle(Point.Empty, this.Size));
this.Region = new Region(path);
}
You've fixed a massive problem for me in the same area.
I'm using this:
private void BorderedPanel_SizeChanged(object sender, EventArgs e)
{
this.Region = new Region(RoundedRectangle.CreatePlusOne(this.ClientRectangle, this.cornerRadius, this.RectangleCorners));
Refresh();
}
and it works without flickering. So it's worth giving a shot!

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