how to unlink all Radio buttons without GroupBox by software - c#

I have a group of radio buttons on the form, which are shaped like a matrix(6x10). I want to draw a pattern or display any number by checking them (i want to use it like dot matrix led). I create radio buttons by software so i can create 60 radio buttons that 20 of them are checked,40 of them are not and draw my pattern but when i change the pattern, i cant draw the new one because if i check one, others become unchecked.
I never click on radio buttons everything works on code.
I need to check them separately so is there any way to check one radio button but avoid others to effect from that and let them remain their status?
this is how it looks
https://i.hizliresim.com/V9m0Vq.jpg
https://i.hizliresim.com/lqmd7l.jpg
when i rotate it, i want all to move towards the ground(bottom of the screen)
but only one of them falls.

Here's a quick "Dot" UserControl you can toggle on/off with its Checked() propperty:
public partial class Dot : UserControl
{
private bool _Checked = false;
public bool Checked
{
get
{
return _Checked;
}
set
{
_Checked = value;
this.Invalidate();
}
}
public Dot()
{
InitializeComponent();
this.DoubleBuffered = true;
this.SizeChanged += Dot_SizeChanged;
}
private void Dot_SizeChanged(object sender, EventArgs e)
{
this.Invalidate();
}
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
int radius = (int)(Math.Min(this.ClientRectangle.Width, this.ClientRectangle.Height) / 2);
if (radius > 0)
{
double outerCircle = 0.95;
double innerCircle = 0.80;
Rectangle rc = new Rectangle(new Point(0, 0), new Size(1, 1));
rc.Inflate((int)(radius * outerCircle), (int)(radius * outerCircle));
Point center = new Point(this.ClientRectangle.Width / 2, this.ClientRectangle.Height / 2);
e.Graphics.TranslateTransform(center.X, center.Y);
e.Graphics.DrawEllipse(Pens.Black, rc);
if (this.Checked)
{
rc = new Rectangle(new Point(0, 0), new Size(1, 1));
rc.Inflate((int)(radius * innerCircle), (int)(radius * innerCircle));
e.Graphics.FillEllipse(Brushes.Black, rc);
}
}
}
}

Related

How to determine when Rectangles overlap or intersect?

I found out how to draw Rectangles and some code to find when two rectangles overlap but I can't connect these procedures.
I have the two rectangles that I wanted but then a cannot determine whether these intersect, to then add this information to a ListBox.
Here is my code:
public partial class Form1 : Form
{
Graphics g;
Pen p;
Point cursor;
int k = 0;
Point[] tocke = new Point[2];
public Form1()
{
InitializeComponent();
g = this.CreateGraphics();
p = new Pen(Color.Black, 3);
}
private void Form1_MouseMove(object sender, MouseEventArgs e)
{
cursor = this.PointToClient(Cursor.Position);
statusMisa.Text = "X: " + cursor.X + " Y: " + cursor.Y;
}
private void Form1_Click(object sender, EventArgs e)
{
bool Preklapanje(int l1x, int l1y, int l2x, int l2y, int r1x, int r1y, int r2x, int r2y)
{
if (l1x >= r2x || l2x >= r1x)
{
return false;
}
if (l1y <= r2y || l2y <= r1y)
{
return false;
}
return true;
}
List<int> pozX = new List<int>();
List<int> pozY = new List<int>();
if (checkCrtanje.Checked == true)
{
Rectangle rect = new Rectangle(cursor.X - 50, cursor.Y - 50, 100, 100);
if (k < 2)
{
g.DrawRectangle(p, rect);
tocke[k++] = new Point(cursor.X, cursor.Y);
listBox1.Items.Add("X: " + cursor.X + " Y: " + cursor.Y);
pozX.Add(cursor.X);
pozY.Add(cursor.Y);
}
else
{
MessageBox.Show("Možeš nacrtati samo dva kvadrata!");
}
}
if (k == 3)
{
if (Preklapanje(pozX[0] - 50, pozY[0] - 50, pozX[0] + 50, pozY[0] + 50, pozX[1] - 50, pozY[1] - 50, pozX[1] + 50, pozY[1] + 50))
{
listBox1.Items.Add("Preklapaju se.");
}
else
{
listBox1.Items.Add("Ne preklapaju se.");
}
}
}
}
► As noted, you shouldn't use CreateGraphics() to draw on a Control's surface: this object becomes invalid (belongs to the past) as soon as the Control where the drawing is performed is invalidated (is repainted).
All Controls that have a drawable surface, raise a Paint event and have an OnPaint method that we can override to perform custom painting (the OnPaint method is responsible to raise the Paint event, so we need to handle just one).
The argument of both the event and the method, represents a PaintEventArgs object, which provides a fresh Graphics object that we can use to paint.
We can call the Invalidate() method to repaint a Control when needed. This method causes the generation of a new PaintEventArgs object (thus, a new Graphics object). After, the OnPaint method is called, which - in turn - raises the Paint event.
► To determine whether a Rectangle intersects another (or more than one), we can use the Rectangle.IntersetWith() method (it returns true or false) and the Rectangle.Interset() method → this is used to generate a Rectangle that represents the intersection of two other rectangles.
See also:
→ Rectangle.Contains([Rectangle])
→ Rectangle.Union([Rectangle a], [Rectangle b]).
Here, I'm using a few collections to store the shapes currently drawn and their intersections (just rectangles, but you can build more complex shapes using GraphicsPath objects):
A List<Rectangle> (rects) which stores the Rectangles already created.
A List<Rectangle> (intersections), to store the intersections which belong to the past (intersections already drawn).
A List<Rectangle> (currentIntersects), used to temporarily store the intersection generated when a new Rectangle shaped is being drawn, so we can use different colors (as soon as we release the Mouse Button, this collection is fixed and added to the intersections collection).
A Rectangle structure (currentRect) which represents the Rectangle that is currently being drawn on the surface (when the Mouse Button is released, this object is added to the rects collection).
A Point structure (startPosition), used to store the initial position of the Rectangle currently drawn. It's reset when the OnMouseDown method is called (when a new Rectangle shape is generated).
► To use this code, create a new Form and paste the code you find here in its Code file. No need to subscribe to any event: since we're drawing on a Form, I'm overriding its methods (OnPaint, OnMouseDown, OnMouseUp, OnMouseMove), no event is used.
You can do the same with a Custom Control or a UserControl.
To add these collection, or just the intersections collection, to e.g., a ListBox, to handle the collections visually, see here (the currentIntersects and intersections collections already contain the information):
How to call a method that uses PaintEventArgs and coordinates variables
NOTE:
► Here, in the OnPaint method override, I'm not calling base.OnPaint(), so the event is not generated. This speeds up the process a bit, but keep in mind that subscribing to the Form's Paint event is useless.
► You need to activate double-buffering: (set DoubleBuffered = true), otherwise you'll notice a lot of flickering (this is quite normal).
This is how it works:
public partial class FormDrawings : Form
{
private List<Rectangle> rects = new List<Rectangle>();
private List<Rectangle> intersections = new List<Rectangle>();
private List<Rectangle> currentIntersects = new List<Rectangle>();
private Rectangle currentRect = Rectangle.Empty;
private Point startPosition = Point.Empty;
private float penSize = 2.0f;
protected override void OnMouseDown(MouseEventArgs e)
{
base.OnMouseDown(e);
if (e.Button == MouseButtons.Left) {
startPosition = e.Location;
currentRect = new Rectangle(startPosition, Size.Empty);
}
}
protected override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
if (e.Button == MouseButtons.Left) {
if (e.Y < startPosition.Y) { currentRect.Location = new Point(currentRect.X, e.Y); }
if (e.X < startPosition.X) { currentRect.Location = new Point(e.X, currentRect.Y); }
currentRect.Size = new Size(Math.Abs(startPosition.X - e.X), Math.Abs(startPosition.Y - e.Y));
currentIntersects.Clear();
foreach (var rect in rects) {
if (currentRect.IntersectsWith(rect)) {
currentIntersects.Add(Rectangle.Intersect(currentRect, rect));
}
}
this.Invalidate();
}
}
protected override void OnMouseUp(MouseEventArgs e)
{
base.OnMouseUp(e);
if (currentRect.Size != Size.Empty) rects.Add(currentRect);
if (currentIntersects.Count > 0) {
intersections.AddRange(currentIntersects);
}
}
protected override void OnPaint(PaintEventArgs e)
{
using (var borderPen = new Pen(Color.LightGreen, penSize))
using (var iBrush = new SolidBrush(Color.FromArgb(128, Color.Orange)))
using (var crBrush = new SolidBrush(Color.FromArgb(128, Color.DeepSkyBlue))) {
intersections.ForEach(r => e.Graphics.FillRectangle(iBrush, r));
currentIntersects.ForEach(r => e.Graphics.FillRectangle(crBrush, r));
e.Graphics.DrawRectangle(borderPen, currentRect);
rects.ForEach(r => e.Graphics.DrawRectangle(borderPen, r));
}
}
}

Transparent Overlapping Circular Progress Bars (Custom Control)

I am having some trouble with a custom circular progress bar control. I am trying to overlap the two of them at the lower right corner. It has a transparent background, which obviously in WinForms is showing the background, but has no effect on each other.
Here is what I am seeing:
I have been researching on stackoverflow, and have found a few answers to people having this issue with custom picturebox controls. Most of the solutions, seem to have no effect on the circular progress bar control. Some of the solutions I have tried is.
protected override CreateParams CreateParams
{
get
{
CreateParams cp = base.CreateParams;
cp.ExStyle |= 0x20;
return cp;
}
}
I also have the code on the custom control for allowing transparent backgrounds. Obviously, as I stated, this does not effect overlapping controls.
SetStyle(ControlStyles.SupportsTransparentBackColor, true);
There is also a TransparentControl solution on stackoverflow which I saw people using. I have created the control, but either have no idea how to use it, or it doesn't work in my situation. Here is the code from that control.
public class TransparentControl : Panel
{
public bool drag = false;
public bool enab = false;
private int m_opacity = 100;
private int alpha;
public TransparentControl()
{
SetStyle(ControlStyles.SupportsTransparentBackColor, true);
SetStyle(ControlStyles.Opaque, true);
this.BackColor = Color.Transparent;
}
public int Opacity
{
get
{
if (m_opacity > 100)
{
m_opacity = 100;
}
else if (m_opacity < 1)
{
m_opacity = 1;
}
return this.m_opacity;
}
set
{
this.m_opacity = value;
if (this.Parent != null)
{
Parent.Invalidate(this.Bounds, true);
}
}
}
protected override CreateParams CreateParams
{
get
{
CreateParams cp = base.CreateParams;
cp.ExStyle = cp.ExStyle | 0x20;
return cp;
}
}
protected override void OnPaint(PaintEventArgs e)
{
Graphics g = e.Graphics;
Rectangle bounds = new Rectangle(0, 0, this.Width - 1, this.Height - 1);
Color frmColor = this.Parent.BackColor;
Brush bckColor = default(Brush);
alpha = (m_opacity * 255) / 100;
if (drag)
{
Color dragBckColor = default(Color);
if (BackColor != Color.Transparent)
{
int Rb = BackColor.R * alpha / 255 + frmColor.R * (255 - alpha) / 255;
int Gb = BackColor.G * alpha / 255 + frmColor.G * (255 - alpha) / 255;
int Bb = BackColor.B * alpha / 255 + frmColor.B * (255 - alpha) / 255;
dragBckColor = Color.FromArgb(Rb, Gb, Bb);
}
else
{
dragBckColor = frmColor;
}
alpha = 255;
bckColor = new SolidBrush(Color.FromArgb(alpha, dragBckColor));
}
else
{
bckColor = new SolidBrush(Color.FromArgb(alpha, this.BackColor));
}
if (this.BackColor != Color.Transparent | drag)
{
g.FillRectangle(bckColor, bounds);
}
bckColor.Dispose();
g.Dispose();
base.OnPaint(e);
}
protected override void OnBackColorChanged(EventArgs e)
{
if (this.Parent != null)
{
Parent.Invalidate(this.Bounds, true);
}
base.OnBackColorChanged(e);
}
protected override void OnParentBackColorChanged(EventArgs e)
{
this.Invalidate();
base.OnParentBackColorChanged(e);
}
}
Any assistance would be appreciated. This has been driving me nuts for hours. Thanks :)
UPDATE 1: I tried using the following code snippet from examples posted below. This yielded the same results. I still have that blank space between the circular progress bars (as seen in the picture).
Parent.Controls.Cast<Control>()
.Where(c => Parent.Controls.GetChildIndex(c) > Parent.Controls.GetChildIndex(this))
.Where(c => c.Bounds.IntersectsWith(this.Bounds))
.OrderByDescending(c => Parent.Controls.GetChildIndex(c))
.ToList()
.ForEach(c => c.DrawToBitmap(bmp, c.Bounds));
Still stumped. :(
UPDATE 2: I tried setting the front circularprogressbar to use the back circularprogressbar as it's parent in the FormLoad. That didn't work out either. It made them transparent to each other, but cut off any part of the top circularprogressbar that wasn't within' the boundaries of the back.
var pts = this.PointToScreen(circularprogressbar1.Location);
pts = circularprogressbar2.PointToClient(pts);
circularprogressbar1.Parent = circularprogressbar2;
circularprogressbar1.Location = pts;
I'm going to give you just a couple of suggestions on how to proceed.
Start off with this bare-bones transparent control (TransparentPanel).
This class is derived from Panel. That's the first choice to make: is Panel the right control to inherit from/extend for this task? Maybe it is, maybe not.
For example, a Panel is a container. Do you need the features of a container, here? Container means a lot. It inherits ScrollableControl and has ContainerControl among its Window styles. It comes with a baggage already.
You could opt for a Label instead, it's light-weight. Or build a UserControl.
I don't think there's an absolute best choice. It depends of what this custom control is used for. You need to try it out.
Note:
To create the rotation effect with the code shown here, you need the TransparentPanel Control shown below, it won't work the same way drawing on the surface of a standard Control.
This Control generates sort of a persistence in the drawn shapes, which won't exist using another type of Control as canvas (not without tweaking it heavily, that is).
class TransparentPanel : Panel
{
internal const int WS_EX_TRANSPARENT = 0x00000020;
public TransparentPanel() => InitializeComponent();
protected void InitializeComponent()
{
this.SetStyle(ControlStyles.AllPaintingInWmPaint |
ControlStyles.Opaque |
ControlStyles.ResizeRedraw |
ControlStyles.SupportsTransparentBackColor |
ControlStyles.UserPaint, true);
this.SetStyle(ControlStyles.OptimizedDoubleBuffer, false);
}
protected override CreateParams CreateParams
{
get {
var cp = base.CreateParams;
cp.ExStyle |= WS_EX_TRANSPARENT;
return cp;
}
}
}
Other notes:
Here, ControlStyles.SupportsTransparentBackColor is set explicitly. The Panel class already supports this. It's specified anyway because it gives the idea of what this custom control is for just reading at its constructor.
Also, ControlStyles.OptimizedDoubleBuffer is set to false.
This prevents the System to interfere in any way with the painting of the control. There's no caching, the Custom Control is painted new when it's Invalidated. The container Form should preferably have its DoubleBuffer property set to true, but you might want test it without, to see if there's a difference.
This Custom Control (not to be confused with a UserControl) is completely transparent. It doesn't draw its background. But you can paint anything on its surface.
Take the links posted before:
This Translucent Label (no BackGround painting, disabled DoubleDuffering)
Reza Aghaei's transparent Panel (using Opacity in a different way)
TaW's Grid Panel (Color.Transparent and DoubleBuffer)
These notes: Reasons for why a WinForms label does not want to be transparent?
4 different ways to get to the same result. Which one to choose depends on the context/destination.
A design-time advice: when you are testing a custom control functionalities, remember to always rebuild the project. It can happen that a CustomControl, droppen on a Form from the Toolbox, is not updated with the new changes when the project is run.
Also, if you add or remove properties, you need to delete the control, rebuild and drop a new one on the Form.
If you don't, there's a really good chance that your modification/addition are completely ignored and you keep on testing features that never get into play.
An example, using 2 overlapping custom controls.
(using the bare-bones custom TransparentPanel)
This is the test code used to generate these drawings:
Create a new Custom Control using the TransparentPanel class shown before:
Drop two TransparentPanel objects on a test Form
Assign to TransparentPanel1 and TransparentPanel2 the transparentPanel1_Paint and transparentPanel2_Paint event handlers.
Overlap the two transparent Panels, making sure you don't nest them by mistake.
Adapt the rest of the code (you need just a Button, here named btnRotate, assign the btnRotate_Click handler)
private System.Windows.Forms.Timer RotateTimer = null;
private float RotationAngle1 = 90F;
private float RotationAngle2 = 0F;
public bool RotateFigures = false;
public form1()
{
InitializeComponent();
RotateTimer = new Timer();
RotateTimer.Interval = 50;
RotateTimer.Enabled = false;
RotateTimer.Tick += new EventHandler(this.RotateTick);
}
protected void RotateTick(object sender, EventArgs e)
{
RotationAngle1 += 10F;
RotationAngle2 += 10F;
transparentPanel1.Invalidate();
transparentPanel2.Invalidate();
}
private void btnRotate_Click(object sender, EventArgs e)
{
RotateTimer.Enabled = !RotateTimer.Enabled;
if (RotateTimer.Enabled == false)
{
RotateFigures = false;
RotationAngle1 = 90F;
RotationAngle2 = 0F;
}
else
{
RotateFigures = true;
}
}
private void transparentPanel1_Paint(object sender, PaintEventArgs e)
{
if (!RotateFigures) return;
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
e.Graphics.CompositingQuality = CompositingQuality.HighQuality;
e.Graphics.CompositingMode = CompositingMode.SourceOver;
Rectangle rect = transparentPanel1.ClientRectangle;
Rectangle rectInner = rect;
using (Pen transpPen = new Pen(transparentPanel1.Parent.BackColor, 10))
using (Pen penOuter = new Pen(Color.SteelBlue, 8))
using (Pen penInner = new Pen(Color.Teal, 8))
using (Matrix m1 = new Matrix())
using (Matrix m2 = new Matrix())
{
m1.RotateAt(-RotationAngle1, new PointF(rect.Width / 2, rect.Height / 2));
m2.RotateAt(RotationAngle1, new PointF(rect.Width / 2, rect.Height / 2));
rect.Inflate(-(int)penOuter.Width, -(int)penOuter.Width);
rectInner.Inflate(-(int)penOuter.Width * 3, -(int)penOuter.Width * 3);
e.Graphics.Transform = m1;
e.Graphics.DrawArc(transpPen, rect, -4, 94);
e.Graphics.DrawArc(penOuter, rect, -90, 90);
e.Graphics.ResetTransform();
e.Graphics.Transform = m2;
e.Graphics.DrawArc(transpPen, rectInner, 190, 100);
e.Graphics.DrawArc(penInner, rectInner, 180, 90);
}
}
private void transparentPanel2_Paint(object sender, PaintEventArgs e)
{
if (!RotateFigures) return;
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
e.Graphics.CompositingQuality = CompositingQuality.HighQuality;
e.Graphics.CompositingMode = CompositingMode.SourceOver;
Rectangle rect = transparentPanel2.ClientRectangle;
Rectangle rectInner = rect;
using (Pen transpPen = new Pen(transparentPanel2.Parent.BackColor, 10))
using (Pen penOuter = new Pen(Color.Orange, 8))
using (Pen penInner = new Pen(Color.DarkRed, 8))
using (Matrix m1 = new Matrix())
using (Matrix m2 = new Matrix())
{
m1.RotateAt(RotationAngle2, new PointF(rect.Width / 2, rect.Height / 2));
m2.RotateAt(-RotationAngle2, new PointF(rect.Width / 2, rect.Height / 2));
rect.Inflate(-(int)penOuter.Width, -(int)penOuter.Width);
rectInner.Inflate(-(int)penOuter.Width * 3, -(int)penOuter.Width * 3);
e.Graphics.Transform = m1;
e.Graphics.DrawArc(transpPen, rect, -4, 94);
e.Graphics.DrawArc(penOuter, rect, 0, 90);
e.Graphics.ResetTransform();
e.Graphics.Transform = m2;
e.Graphics.DrawArc(transpPen, rectInner, 190, 100);
e.Graphics.DrawArc(penInner, rectInner, 180, 90);
}
}

Enhanced crosshair cursor possible?

I have found this question (as a few others), but this is the one I have implemented so far:
Crosshair cursor with additional lines in C#
As it states, I can use a stock cursor "cross" directly in the IDE. This is a really good way to do things. The answer specified in the answer above draws a cross on the screen at the given width / height. Eg:
private Cursor crossCursor(Pen pen, Brush brush, int x, int y)
{
var pic = new Bitmap(x, y);
Graphics gr = Graphics.FromImage(pic);
var pathX = new GraphicsPath();
var pathY = new GraphicsPath();
pathX.AddLine(0, y / 2, x, y / 2);
pathY.AddLine(x / 2, 0, x / 2, y);
gr.DrawPath(pen, pathX);
gr.DrawPath(pen, pathY);
IntPtr ptr = pic.GetHicon();
var c = new Cursor(ptr);
return c;
}
My issue is that I want my cross hairs to extend to the Bounds of the viewing area. To provide context here, I have:
//Form
//TableLayoutPanel
//UserControl (fills the TableLayoutPanel visible area)
So how can I adjust my cursor so that the lines extend (much like in CAD pacakages)?
Thanks.
Update: I have tried calling the method from here:
protected override void OnLoad(System.EventArgs e)
{
Cursor = crossCursor(Pens.WhiteSmoke, Brushes.WhiteSmoke, Bounds.Width, Bounds.Height);
}
But it is not Ok because at this point in time Bounds is returning a dimension of 150 by 150 which is not the size of the TableLayoutPanel.
Update: I have adjuted it to use the Resize handler instead and it does improve things:
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
Cursor = crossCursor(Pens.WhiteSmoke, Brushes.WhiteSmoke, Bounds.Width, Bounds.Height);
}
The only problem now (and it kind of makes sense I suppose) is that the cursor will only take the full width and height of the view when it is central to the view. As soon as I move about in the view that cursor does not adjust. I always want a horizontal/vertical line through the mouse position (not just the initial cross).
See:
The crosshairs need extending (the thicker red lines). Either I need to constantly create the cursor as the mouse moves or construct the two lines another way. What to do?
I came across this:
https://social.msdn.microsoft.com/Forums/vstudio/en-US/7bdbad6d-1f65-461b-8f0c-6ef4f243fa6b/crosshair-cursor-using-c?forum=csharpgeneral
So, instead of changing the cursor object I now draw lines in the controls MouseMove handler:
Region r = new Region();
r.Union(new Rectangle(0, lastY, this.Width, 1));
r.Union(new Rectangle(lastX, 0, 1, this.Height));
this.Invalidate(r);
this.Update();
Graphics g = Graphics.FromHwnd(this.Handle);
g.DrawLine(Pens.White, 0, e.Y, this.Width, e.Y);
g.DrawLine(Pens.White, e.X, 0, e.X, this.Height);
int intDiameter = 20;//the diameter of this circle
g.DrawEllipse(Pens.White, e.X - intDiameter / 2, e.Y - intDiameter / 2, 20, 20);
//to draw the circle
lastX = e.X;
lastY = e.Y;
It works, but I get noticiable screen flicker doing it this way.
You don't need to create a cursor. You can create a double buffered control and draw cross over control.
using System;
using System.Drawing;
using System.Windows.Forms;
public class DrawingSurface : Control
{
Pen crossPen;
Pen rectanglePen;
Brush rectangleBrush;
public DrawingSurface()
{
this.DoubleBuffered = true;
this.ResizeRedraw = true;
crossPen = new Pen(Color.Red, 2);
rectangleBrush = new SolidBrush(Color.FromArgb(50, Color.Blue));
rectanglePen = new Pen(Color.Blue, 1);
}
bool mouseDown = false;
Point startPoint = Point.Empty;
Point endPoint = Point.Empty;
protected override void OnMouseDown(MouseEventArgs e)
{
startPoint = e.Location;
mouseDown = true;
base.OnMouseDown(e);
}
protected override void OnMouseUp(MouseEventArgs e)
{
mouseDown = false;
base.OnMouseUp(e);
}
protected override void OnMouseMove(MouseEventArgs e)
{
endPoint = e.Location;
this.Invalidate();
base.OnMouseMove(e);
}
protected override void OnPaint(PaintEventArgs e)
{
var g = e.Graphics;
if (this.ClientRectangle.Contains(endPoint))
DrawCross(e.Graphics, endPoint);
if (mouseDown)
DrawRectangle(e.Graphics, startPoint, endPoint);
}
void DrawCross(Graphics g, Point point)
{
g.DrawLine(crossPen, new Point(0, point.Y), new Point(Width, point.Y));
g.DrawLine(crossPen, new Point(point.X, 0), new Point(point.X, Height));
}
void DrawRectangle(Graphics g, Point point1, Point point2)
{
var rectangle = new Rectangle(
Math.Min(point1.X, point2.X), Math.Min(point1.Y, point2.Y),
Math.Abs(point1.X - point2.X), Math.Abs(point1.Y - point2.Y));
g.FillRectangle(rectangleBrush, rectangle);
g.DrawRectangle(rectanglePen, rectangle);
}
protected override void Dispose(bool disposing)
{
crossPen.Dispose();
rectanglePen.Dispose();
rectangleBrush.Dispose();
base.Dispose(disposing);
}
}

Custom Control to use Cursor Hand

I've made a custom control in C# and anytime that the user's cursor is hovering over the custom control I want the cursor to be displayed as the 'Hand'. Where do i place the code to do such a thing?
????.Cursor = Cursors.Hand;
in order to make it so the Hand Cursor is being displayed when hovering over this custom control?
namespace CustomRangeBar
{
public partial class RangeBar : UserControl
{
public RangeBar()
{
InitializeComponent();
label1.ForeColor = Color.Black;
this.ForeColor = SystemColors.Highlight; // set the default color the rangeBar
this.Click += new EventHandler(RangeBar_Click);
}
protected float percent = 0.0f; // Protected because we don't want this to be accessed from the outside
// Create a Value property for the rangeBar
public float Value
{
get
{
return percent;
}
set
{
// Maintain the value between 0 and 100
if (value < 0) value = 0;
else if (value > 100) value = 100;
percent = value;
label1.Text = value.ToString();
//redraw the rangeBar every time the value changes
this.Invalidate();
}
}
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
Brush b = new SolidBrush(this.ForeColor); //create brush that will draw the background of the range bar
// create a linear gradient that will be drawn over the background. FromArgb means you can use the Alpha value which is the transparency
LinearGradientBrush lb = new LinearGradientBrush(new Rectangle(0, 0, this.Width, this.Height), Color.FromArgb(255, Color.White), Color.FromArgb(50, Color.White), LinearGradientMode.Vertical);
// calculate how much has the rangeBar to be filled for 'x' %
int width = (int)((percent / 100) * this.Width);
e.Graphics.FillRectangle(b, 0, 0, width, this.Height);
e.Graphics.FillRectangle(lb, 0, 0, width, this.Height);
b.Dispose(); lb.Dispose();
}
private void RangeBar_SizeChanged(object sender, EventArgs e)
{
// maintain the label in the center of the rangeBar
label1.Location = new Point(this.Width / 2 - 21 / 2 - 4, this.Height / 2 - 15 / 2);
}
}
}
public void RangeBar_Click(object obj, EventArgs ea)
{
// This get executed if the pictureBox gets clicked
label1.text = "Increment 1";
}
UserControl derives from Control and therefore should already have a Cursor property inherited from that class. Do you not see a Cursor property in code/Properties?

Can't paint 2 of the same control on winForm

I'm making a simple game in winform (tic-tac-toe), and I'm having some problem to paint block control.
Here is the class I made, that represent a block in the game (without game logic, is only UI).
public class UI_Block : Control
{
private Rectangle block;
private SIGNS sign;
public SIGNS Sign
{
get {return sign;}
set
{
if (sign == SIGNS.EMPTY)
sign = value;
}
}
public UI_Block( ) {
sign = SIGNS.EMPTY;
}
public void SetBlockOnBoard(int x, int y)
{
this.Location = new Point( x , y );
this.Size = new Size(Parent.Width /3, Parent.Height / 3);
block = new Rectangle(this.Location, this.Size);
}
public void DrawSign(Graphics g)
{
Pen myPen = new Pen(Color.Red);
if (sign == SIGNS.O)
{
drawO(g,new Pen(Brushes.Black));
}
if (sign == SIGNS.X)
{
drawX(g, new Pen(Brushes.Red));
}
}
protected override void OnPaint(PaintEventArgs e)
{
DrawSign(e.Graphics);
base.OnPaint(e);
}
//Draw X
private void drawX(Graphics g, Pen myPen)
{
//draw first daignol
Point daignolStart = new Point { X = this.Location.X , Y = this.Location.Y };
Point daignolEnd = new Point { X = this.Size.Width , Y = this.Size.Height };
g.DrawLine(myPen, daignolStart, daignolEnd);
//draw second daignol
daignolStart = new Point { X = Size.Width , Y = this.Location.Y };
daignolEnd = new Point { X = Location.X, Y = Size.Height };
g.DrawLine(myPen, daignolEnd, daignolStart);
}
//Draw O
private void drawO(Graphics g, Pen myPen)
{
g.DrawEllipse(myPen, block);
}
}
I added them both to the winForm class and to see how it looks like when I paint them:
public partial class Form1 : Form
{
UI.UI_Block block;
UI.UI_Block blockX;
public Form1()
{
InitializeComponent();
block = new UI.UI_Block();
blockX = new UI.UI_Block();
Controls.Add(block);
Controls.Add(blockX);
}
protected override void OnLoad(EventArgs e)
{
block. SetBlockOnBoard(0, 0);
blockX.SetBlockOnBoard(0, block.Height);
block.Sign = SIGNS.X;
blockX.Sign = SIGNS.O;
base.OnLoad(e);
}
protected override void OnPaint(PaintEventArgs e)
{
//block.DrawSign(e.Graphics);
//block.DrawSign(e.Graphics);
base.OnPaint(e);
}
}
I tried few things, like not using the onPaint event and I still get the same result.
Here what I see when I run it:
Any idea why I can't paint both of them?
You are not drawing the contents of your control in it's visible area, so it is drawing fine but you can't see it.
Every control has it's own coordinate space (client coords), which starts at 0,0 regardless of where it is positioned within the parent control. You are placing the control in it's parent correctly by setting its Location, but then you are also using the Location to offset the graphics, so they are essentially offset twice.
(If you make your control bigger you'll be able to see the X being drawn further down the screen)
To fix this, do all your drawing in the client coordinate space of your control, i.e. draw in the area (0, 0, width, height)
(P.S. You could just draw all 9 tiles in the parent control, which is a more efficient approach than creating 9 child controls. But what you are doing will work fine)

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