Drawing in Windows.Forms - c#

I've got a simple Windows.Forms Form.
I want to fill the pictureBox1 with color Color.Aqua and draw a rectangle.
However nothing is drown untill I move the Form.
Why is this?
How can I force everything to be drawn without moving the Form?
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
private readonly Graphics _graphics;
private List<PointF> _points;
private Bitmap _bitmap;
public Form1()
{
InitializeComponent();
_bitmap = new Bitmap(1000, 600);
_graphics = Graphics.FromImage(_bitmap);
pictureBox1.Image = _bitmap;
var timer = new Timer
{
Interval = 1
};
timer.Tick += OnTick;
timer.Start();
Invalidate();
}
private void OnTick(object sender, EventArgs e)
{
_graphics.Clear(Color.Aqua);
_graphics.DrawRectangle(Pens.Black, 10, 10, 10, 10);
Invalidate();
}
}
}

You must subscribe to Paint event of your picturebox and put your drawing code there,something like this:
public Form1()
{
InitializeComponent();
pictureBox1.Paint += PictureBox1_Paint;
}
private void PictureBox1_Paint(object sender, PaintEventArgs e)
{
e.Graphics.Clear(Color.Aqua);
e.Graphics.DrawRectangle(Pens.Black, 10, 10, 10, 10);
}
This event is raised everytime the control needs to be redrawn, so you don't need that Timer trick or calling Invalidate

I see four problems:
The Invalidate() method is called for the form. This should invalidate the PictureBox, but you can do better by just invalidating the PictureBox directly.
You are drawing the bitmap, but not updating the Image property of the PictureBox.
One millisecond intervals will kill you. 50 to 100 is much more reasonable, and anything less than 17 is probably faster than the refresh rate of your monitor.
The whole the thing with the separate graphics is extra and not needed. The pictureBox has it's own graphics context, and you do better using that.
Put it all together, and you get this:
public partial class Form1 : Form
{
private Timer _timer;
private List<PointF> _points;
public Form1()
{
InitializeComponent();
_timer = new Timer(100);
timer.Tick += OnTick;
timer.Start();
}
private void OnTick(object sender, EventArgs e)
{
pictureBox1.Invalidate();
}
private void PictureBox1_Paint(object sender, PaintEventArgs e)
{
e.Graphics.Clear(Color.Aqua);
e.Graphics.DrawRectangle(Pens.Black, 10, 10, 10, 10);
}
}

You don't need the Invalidate() call at all, since you're drawing to a buffer (Bitmap). Just set the bitmap to pictureBox1.Image property:
private void OnTick(object sender, EventArgs e)
{
_graphics.Clear(Color.Aqua);
_graphics.DrawRectangle(Pens.Black, 10, 10, 10, 10);
pictureBox1.Image = _bitmap;
}

Related

Make picture box move across screen during runtime

I am using Windows Forms (.NET Framework) and am trying to make a picture box move a cross a screen.
I have tried using timers and this while loop but the image (it's supposed to be a plane) does not appear in the case of the while loop and the use of timers makes it difficult to remove past picture Boxes so they appear to generate a sequence of planes. How can I accomplish this?Does it have something to do with Sleep()?
private void Button1_Click(object sender, EventArgs e)
{
//airplane land
//drawPlane(ref locx, ref locy);
//timer1.Enabled = true;
while (locx > 300)
{
var picture = new PictureBox
{
Name = "pictureBox",
Size = new Size(30, 30),
Location = new System.Drawing.Point(locx, locy),
Image = Properties.Resources.plane2, //does not appear for some reason
};
this.Controls.Add(picture);
Thread.Sleep(500);
this.Controls.Remove(picture);
picture.Dispose();
locx = locx - 50;
}
You can use a "Timer" to change the position of the PictureBox regularly.
Here is a simple demo that using Timer Class you can refer to.
public partial class Form1 : Form
{
private System.Timers.Timer myTimer;
public Form1()
{
InitializeComponent();
myTimer = new System.Timers.Timer(100);
myTimer.Elapsed += new System.Timers.ElapsedEventHandler(myTimer_Elapsed);
myTimer.AutoReset = true;
myTimer.SynchronizingObject = this;
}
private void myTimer_Elapsed(object sender, ElapsedEventArgs e)
{
pictureBox1.Location = new Point(pictureBox1.Location.X + 1, pictureBox1.Location.Y);
}
private void btStart_Click(object sender, EventArgs e)
{
myTimer.Enabled = true;
}
}
The result,

Why isn't my application drawing anything?

I'm very new(read 3 weeks exp) to C#(programming in general),started with html/css and javascript and now on my way with C#.
I'm trying to make my own simple 'Paint' application in windows form. But i've encountered an issue and just cant wrap my head around it, doesnt matter how much i read or follow other mans code, i'm stuck. The following code works fine but when resizing the application window the drawing dissappears.
As a solution ive read that declaring the Graphics method within the panel1_Paint event this should be resolved And here is my issue. See last code sample, ive come up with this(yes like i said, im new to this)and its not drawing anything.
ive simply tried to recreate the first example under the panel1_Paint event but i guess something went wrong during the mouseMove event and i cant figure out what it is.
Could someone explain to me what i am missing here, that would be very appreciated. thanks in advance.
[Old code]
namespace Painter
{
public partial class Form1 : Form
{
Graphics graphics;
Pen pen = new Pen(Color.Black, 1);
Point startingPoint = new Point(0, 0);
Point endPoint = new Point(0, 0);
bool mousePaint = false;
public Form1()
{
InitializeComponent();
this.DoubleBuffered = true;
}
private void panel1_MouseDown(object sender, MouseEventArgs e)
{
startingPoint = e.Location;
if (e.Button == MouseButtons.Left)
{
mousePaint = true;
}
}
private void panel1_MouseMove(object sender, MouseEventArgs e)
{
if(mousePaint == true)
{
endPoint = e.Location;
graphics = panel1.CreateGraphics();
graphics.DrawLine(pen, startingPoint, endPoint);
}
startingPoint = endPoint;
}
private void panel1_MouseUp(object sender, MouseEventArgs e)
{
mousePaint = false;
}
}
}
[New Code]
namespace Painter
{
public partial class Form1 : Form
{
Pen pen = new Pen(Color.Black, 1);
Point startingPoint = new Point(0, 0);
Point endPoint = new Point(0, 0);
bool mousePaint = false;
public Form1()
{
InitializeComponent();
this.DoubleBuffered = true;
}
private void panel1_Paint(object sender, PaintEventArgs e)
{
Graphics graphics = panel1.CreateGraphics();
if (mousePaint == true)
{
graphics.DrawLine(pen, startingPoint, endPoint);
}
}
private void panel1_MouseDown(object sender, MouseEventArgs e)
{
startingPoint = e.Location;
if (e.Button == MouseButtons.Left)
{
mousePaint = true;
}
}
private void panel1_MouseMove(object sender, MouseEventArgs e)
{
if(mousePaint == true)
{
endPoint = e.Location;
}
startingPoint = endPoint;
}
private void panel1_MouseUp(object sender, MouseEventArgs e)
{
mousePaint = false;
}
}
}
private void panel1_Paint(object sender, PaintEventArgs e)
{
Graphics graphics = panel1.CreateGraphics();
This is nonsense! Always and only use the e.Graphics object from the Paint param!!
Also: To trigger the Paint event do a panel1.Invalidate(); whenever your drawing data have changed!
Also: Make sure you understand just what your mousePaint flag is supposed to control: the mouse painting (i.e. adding new shapes to draw) or the regular painting (i. all shape previously drawn)!? Note that all drawing, current and previous needs to be done from the Paint event, whenever necessary i.e. over and over again!
To be able to do so: Collect all the shpes' data in a List<T>..
To Doublebuffer a Panel you need to subclass it. Your code turns on DoubleBuffering for the Form, which fine but won't help the Panel..
Instead simply use a PictureBox, which is control meant for drawing on!
A DoubleBuffered Panel subclass is as simple as this:
class DrawPanel : Panel
{
public DrawPanel()
{
DoubleBuffered = true;
}
}
Update: Instead you can also use a Label (with Autosize=false); it also has the DoubleBuffered property turned on out of the box and supports drawing better than Panels do.
The following code works fine but when resizing the application window the drawing dissappears.
This happens because resizing the application window invalidates portion of your panel which causes the portion to be redrawn.
Reason why your second approach is not working (the one labelled as [NEW CODE]) is because the Paint event is called only when relevant component is redrawn. You could partially solve this by forcing redraw of the panel in your MouseDown/MouseMove event handlers but you would still lose your previously painted stuff.
Possible solution is to create instance of Bitmap and paint there. Then just set this Bitmap as BackgroundImage of the panel. You can find more information on that here. Of course you would need to think about stuff like resizing and what should happen to the bitmap if application window gets shrunk or enlarged.
Here is some code that I quickly put together to get you started:
namespace WinForms_PaintTest
{
public partial class Form1 : Form
{
private Pen pen;
private Bitmap bitmap;
public Form1()
{
InitializeComponent();
this.pen = new Pen(Color.Black, 1);
this.bitmap = new Bitmap(this.panel1.Width, this.panel1.Height);
this.panel1.BackgroundImage = this.bitmap;
}
private void panel1_MouseMove(Object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Left)
{
using (Graphics g = Graphics.FromImage(this.bitmap))
{
g.DrawRectangle(this.pen, e.Location.X, e.Location.Y, 1, 1);
}
this.panel1.Refresh();
}
}
private void Form1_FormClosed(Object sender, FormClosedEventArgs e)
{
this.pen.Dispose();
this.bitmap.Dispose();
}
}
}
Also regarding this:
this.DoubleBuffered = true;
I believe your intention was to prevent the flickering when relevant control is being redrawn? If that is case you need to set this property against the panel and not against the form itself. It is little bit tricky though because DoubleBuffered property of the panel is protected so you will need to either inherit from the panel or resort to reflection. You can find more information here .

2D Array of RectangleShapes

I am developing a very rudimentary drawing program: A 2D grid comprised of multiple RectangleShapes, around 20x30 pixels each, which when clicked change color based on user RGB input, which works just fine:
Color SelectedColor = new Color();
private void Pixel_1_1_Click(object sender, EventArgs e) // on Rectangle click
{
Pixel_1_1.FillColor = SelectedColor; // change to currently desired color.
}
Since the number of squares is rising dramatically, I'm looking for a way to arrange the "pixel" rectangles into a 2D array. (I really don't want to have to make a Pixel_Click method for every single Rectangle on the screen!) Hoping eventually to be able to call something like:
private void Pixel_[x]_[y]_Click(object sender, EventArgs e)
{
Pixel_[x]_[y].FillColor = SelectedColor;
}
My friends suggest the use of an anonymous delegate, but I don't understand how to fully use one to solve my problem.
What would be the best way to generate a 2D array of rectangles in a C# Windows Form? And once generated, how can I access them with a single method for variant values of x and y?
While you are probably correct in thinking of each rectangle as an object, it probably isn't correct to think of each rectangle as a windows control, especially since you have so many of them.
So try creating your own rectangle object:
public class MyRect {
public Color FillColor { get; set; }
public Rectangle Rectangle { get; set; }
public MyRect(Rectangle r, Color c) {
this.Rectangle = r;
this.FillColor = c;
}
}
Now you just need to keep a list of your objects and paint on a single Panel control (or PictureBox) all of your rectangles:
private List<MyRect> myRectangles = new List<MyRect>();
public Form1() {
InitializeComponent();
myRectangles.Add(new MyRect(new Rectangle(10, 10, 64, 16), Color.Blue));
myRectangles.Add(new MyRect(new Rectangle(20, 48, 16, 64), Color.Red));
}
private void panel1_Paint(object sender, PaintEventArgs e) {
foreach (MyRect mr in myRectangles) {
using (SolidBrush sb = new SolidBrush(mr.FillColor)) {
e.Graphics.FillRectangle(sb, mr.Rectangle);
}
}
}
To handle the "click" event of the rectangles, you just handle the MouseDown or MouseClick event of your container control and determine yourself which rectangle is being clicked on:
void panel1_MouseDown(object sender, MouseEventArgs e) {
if (e.Button == MouseButtons.Left) {
foreach (MyRect mr in myRectangles) {
if (mr.Rectangle.Contains(e.Location)) {
ChangeColor(mr, Color.Green);
}
}
panel1.Invalidate();
}
}
private void ChangeColor(MyRect mr, Color newColor) {
mr.FillColor = newColor;
}
If you want to maintain the rectangles as components on screen then you can assign all of them the same click event, the click event will have a little dropdown to pick an existing event. To know which recantangle was clicked use the sender parameter ((Pixel)sender).FillColor = SelectedColor;
For ease I would recommend using something like a panel and drawing rectangles on it, That means you only have a single click event to deal with. So now your question becomes "How do I draw a grid of rectangles on a panel" and "How do I know which rectangle was clicked"
So for the first part you could use this not the very efficient way.
Create a class which stores the information about your pixels
class MyPixel
{
public Color PixelColour;
public Rectangle Bounds;
}
Keep a list of them in memory
List<MyPixels> MyGrid = new List<MyPixels>();
then in the onpaint event of the panel Draw the pixels on the panel
foreach(MyPixel Pixel in MyGrid)
{
using(Brush B = new SolidBrush(Pixel.PixelColor))
{
e.Graphics.DrawRectangle(B, Pixel.Bounds);
}
}
Now in the click event you'll need to know which pixel was clicked
foreach(MyPixel Pixel in MyGrid)
{
if (Pixel.Bounds.Contains(e.Location))
{
PixelClicked(Pixel);
}
}
I believe you're going about this the wrong way. What you want to do is to draw directly into a bitmap. Here is some code that uses a PictureBox to allow the user to draw into it.
using System;
using System.Drawing;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
private Pen _pen;
private bool _mouseDown;
private int _startX;
private int _startY;
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
pictureBox1.Image = new Bitmap(pictureBox1.Width, pictureBox1.Height);
_pen = new Pen(Color.Black);
}
private void pictureBox1_MouseDown(object sender, MouseEventArgs e)
{
_mouseDown = true;
_startX = e.X;
_startY = e.Y;
}
private void pictureBox1_MouseUp(object sender, MouseEventArgs e)
{
_mouseDown = false;
}
private void pictureBox1_MouseMove(object sender, MouseEventArgs e)
{
if (_mouseDown)
{
using (var graphics = Graphics.FromImage(pictureBox1.Image))
{
graphics.DrawLine(_pen, _startX, _startY, e.X, e.Y);
_startX = e.X;
_startY = e.Y;
}
pictureBox1.Invalidate();
}
}
}
}
This is the normal method to write a painting app and is quite performant as well. You can also easily save, write new tools or manipulate images better in this way.

C# bitmap drawing doesn't render to the screen

I am trying to write a drawing program for use with a tablet. For this I need fall-off and transparency for use with pressures. So I am using the bitmap system in C# for image construction.
I cannot seem to get my drawing code at the moment to display anything. It is being rendered to a picture box. I know there is some stuff being input to the bitmap as it shows up when I do a bitmap save.
I have had a look around an pretty much all C# drawing questions refer to using the line drawing or ellipse drawing stuff as opposed to bitmaps
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace paint1
{
public partial class Form2 : Form
{
public Bitmap m_bitmap;
public bool m_penDown;
public int m_lastX;
public int m_lastY;
public int m_currentX;
public int m_currentY;
public Form2()
{
InitializeComponent();
// Create the bitmap area
m_bitmap = new Bitmap(this.Width, this.Height, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
m_penDown = false;
Graphics m_graphics = Graphics.FromImage(m_bitmap);
m_lastX = System.Windows.Forms.Cursor.Position.X;
m_lastY = System.Windows.Forms.Cursor.Position.Y;
m_currentX = System.Windows.Forms.Cursor.Position.X;
m_currentY = System.Windows.Forms.Cursor.Position.Y;
}
private void Form2_Load(object sender, EventArgs e)
{
}
private void Form2_Paint(object sender, PaintEventArgs e)
{
Graphics objGraphics;
//You can't modify e.Graphics directly.
objGraphics = e.Graphics;
// Draw the contents of the bitmap on the form.
objGraphics.DrawImage(m_bitmap, 0, 0,
m_bitmap.Width,
m_bitmap.Height);
objGraphics.Dispose();
}
private void pictureBox1_MouseDown(object sender, MouseEventArgs e)
{
m_penDown = true;
}
private void pictureBox1_MouseUp(object sender, MouseEventArgs e)
{
m_penDown = false;
}
private void pictureBox1_MouseMove(object sender, MouseEventArgs e)
{
m_lastX = m_currentX;
m_lastY = m_currentY;
m_currentX = System.Windows.Forms.Cursor.Position.X;
m_currentY = System.Windows.Forms.Cursor.Position.Y;
if(m_penDown)
m_bitmap.SetPixel(m_currentX, m_currentY, Color.Gray);
}
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
Form2_Paint(sender, e);
this.pictureBox1.Image = m_bitmap;
}
private void Form2_KeyUp(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Space)
{
m_bitmap.Save(#"C:\Users\rpettefar\Documents\My Dropbox\Programming\paint1\preview.bmp", System.Drawing.Imaging.ImageFormat.Bmp);
}
}
}
}
I am a bit new to c# so I am very open to any other issues or things that may come to your attention too.
You will have to assign your bitmap to the picture box.
myPictureBox.Image = m_bitmap;
You can do that after you changed the bitmap or assign it once and then invalidate your PictureBox.
myPictureBox.Invalidate();
This tells your form to refresh the picture on the screen. There is no need to override OnPaint. Draw to the bitmap using the Graphics object you created in the constructor of the form (if you want to make more complicated things than just drawing single pixels). The PictureBox will do the rest.
It looks like there's at least two ways you're trying to get the image on screen; can't say immediately what's wrong, but I would say definitely get rid of that objGraphics.Dispose(); line - you didn't create the Graphics (you were passed it), so you shouldn't Dispose it.
I cleaned up your code a bit. You probably shouldn't use a picturebox for this.
Here is a form with just a panel:
public partial class Form1 : Form
{
public Bitmap m_bitmap;
public Point m_lastPoint = Point.Empty;
public Form1()
{
InitializeComponent();
m_bitmap = new Bitmap(panel1.ClientSize.Width, panel1.ClientSize.Height, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
using (Graphics g = Graphics.FromImage(m_bitmap))
g.Clear(SystemColors.Window);
}
private void panel1_Paint(object sender, PaintEventArgs e)
{
e.Graphics.DrawImage(m_bitmap, new Point(0, 0));
}
private void panel1_MouseDown(object sender, MouseEventArgs e)
{
m_lastPoint = e.Location;
}
private void panel1_MouseMove(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Left)
{
using (Graphics g = Graphics.FromImage(m_bitmap))
g.DrawLine(Pens.Black, m_lastPoint, e.Location);
m_lastPoint = e.Location;
panel1.Invalidate();
}
}
}
The other posters have largely answered the question, but in my experience, I'd add that you'll likely get some flicker with this method. If you do, one thing you can do to help with this is sub-class your rendering target and enable double buffering. For a picture box, it would look something like this:
public class DoubleBufferedPictureBox : PictureBox
{
/// <summary>
/// Creates an instance of the DoubleBufferedPictureBox.
/// </summary>
public DoubleBufferedPictureBox() : base()
{
this.SetStyle(ControlStyles.UserPaint | ControlStyles.AllPaintingInWmPaint | ControlStyles.DoubleBuffer, true);
}
}

Form invalidate() in WinForms Application

i need to animate an object in c# windows application
int l_nCircleXpos = 9, l_nCircleYpos = 0;
private void Form1_Paint(object sender, PaintEventArgs e)
{
Graphics l_objGraphics = this.CreateGraphics();
Pen l_circlePen = new Pen(Color.Blue);
SolidBrush l_circleBrush = new SolidBrush(Color.Blue);
l_objGraphics.DrawEllipse(l_circlePen, l_nCircleXpos, l_nCircleYpos, 30, 30);
l_objGraphics.FillEllipse(l_circleBrush, l_nCircleXpos, l_nCircleYpos, 30, 30);
Pen l_rectPen = new Pen(Color.Red);
}
private void timer1_Tick(object sender, EventArgs e)
{
l_nCircleXpos++;
l_nCircleYpos++;
}
private void timer2_Tick(object sender, EventArgs e)
{
Invalidate();
}
but in timer2 its invalidating the entire form. i need to invalidate the specific circle area only.
please help to do this in a better way
You can pass a Rectangle (or better, a Region) as a parameter to Invalidate, to invalidate only the area you need to refresh :
Region region = /* region you need to refresh */;
this.Invalidate(region);

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