Unable to draw rectangle on WindowsFormsHost using Adorners in WPF - c#

In my WPF application, I have added WindowsFormsHost in one grid, I want to draw a rectangle on the control inside WinFormsHost.
Application layout:
Code I'm trying:
Adorner Class
public class SimpleRectAdorner : Adorner
{
// Be sure to call the base class constructor.
public SimpleRectAdorner(UIElement adornedElement)
: base(adornedElement)
{
}
// A common way to implement an adorner's rendering behavior is to override the OnRender
// method, which is called by the layout system as part of a rendering pass.
protected override void OnRender(DrawingContext drawingContext)
{
Rect adornedElementRect = new Rect(this.AdornedElement.DesiredSize);
// Some arbitrary drawing implements.
SolidColorBrush renderBrush = new SolidColorBrush(Colors.Green);
renderBrush.Opacity = 0.2;
Pen renderPen = new Pen(new SolidColorBrush(Colors.Navy), 1.5);
// Draw a circle at each corner.
Rect rect = new Rect(new Point(adornedElementRect.TopLeft.X, adornedElementRect.TopLeft.Y + 50), new Size(150, 50));
drawingContext.DrawRectangle(renderBrush, renderPen, rect);
}
}
Code to add adorner
private void btnDraw_Click(object sender, RoutedEventArgs e)
{
AdornerLayer.GetAdornerLayer(viewerGrid.Children[0]).Add(new SimpleRectAdorner(viewerGrid.Children[0]));
}
Is there any possible way to draw a rectangle on Control which is inside WindowsFormsHost?
Thanks in advance.

As noted in the comment by Clemens, WindowsFormsHost is rendered separately from the rest of your Window, and by necessity it is rendered on top of the Window. At first glance, this seems to be a design limitation about which you can do nothing; however, that is not strictly true.
If a second layer is added over your first layer, simply add a third layer on top of the second. Another Window or a Popup can render over the top of your WindowsFormsHost, and while you will have to jump through some hoops to make it all seem like part of the same Window--ensuring everything moves, minimizes, and restores at the same time, etc--it is certainly possible to do so.
You can use transparency in your third layer to allow the content in the WindowsFormsHost to show and be accessed. For example, you can set AllowsTransparency to true on your WPF Popup. It will be a bit of extra work, but if you absolutely need this feature, you can do it.

Related

How to make a UserControls BackColor transparent in C#?

I created a simple stick man in a Windows Form User-Control (consisting of a radio button and three labels and one progress bar).
I set the back-color of the new user-control to transparent so that when I drag it onto my form, it blends with other colors and drawings on the form.
I am not getting what I'm trying to achieve.
Here is the picture:
UserControl already supports this, its ControlStyles.SupportsTransparentBackColor style flag is already turned on. All you have to do is set the BackColor property to Color.Transparent.
Next thing you have to keep in mind in that this transparency is simulated, it is done by asking the Parent of the control to draw itself to produce the background. So what is important is that you get the Parent set correctly. That's a bit tricky to do if the parent is not a container control. Like a PictureBox. The designer will make the Form the parent so you will see the form's background, not the picture box. You'll need to fix that in code, edit the form constructor and make it look similar to this:
var pos = this.PointToScreen(userControl11.Location);
userControl11.Parent = pictureBox1;
userControl11.Location = pictureBox1.PointToClient(pos);
In constructor set style of control to support a transparent backcolor
SetStyle(ControlStyles.SupportsTransparentBackColor, true);
and then set Background to transperent color
this.BackColor = Color.Transparent;
From MSDN
A more complex approach (and possibly working one) is described here - with overrding of CreateParams and OnPaint.
Why all those things?
UserControl class has property Region.
Set this to what ever shape you like and no other adjustments are needed.
public partial class TranspBackground : UserControl
{
public TranspBackground()
{
InitializeComponent();
}
GraphicsPath GrPath
{
get
{
GraphicsPath grPath = new GraphicsPath();
grPath.AddEllipse(this.ClientRectangle);
return grPath;
}
}
protected override void OnPaint(PaintEventArgs e)
{
// set the region property to the desired path like this
this.Region = new System.Drawing.Region(GrPath);
// other drawing goes here
e.Graphics.FillEllipse(new SolidBrush(ForeColor), ClientRectangle);
}
}
The result is as in the image below:
No low level code, no tweaking, simple and clean.
There is however one issue but in most cases it can go undetected, the edges are not smooth and anti-aliasing will not help either.
But the workaround is fairly easy. In fact much easier than all those complex background handling..

Borderless Winform with a 1px border

This might sound like a weird question but I have C# Winform that I set the FormBorderStyle to None. So far everything is good but I was wondering if there was a way to add like a 1px border on around my form ? I know I could do it by creating my own image but I was wondering if there was a more natural way of doing it.
Thanks
I consider using an image, or creating unnecessary controls for something that is easily paintable using GDI+ a waste of resources.
I think the simplest solution is overriding the OnPaint method of your form and drawing the border yourself:
protected override void OnPaint(PaintEventArgs e)
{
e.Graphics.DrawRectangle(Pens.Black, this.Bounds);
}
Of course, you may also use your own Pen with your own color and width.
Use padding 1;1;1;1 to your form and set a background color to your form, and put a panel to your form. Set white or other normal background color to the panel. And set dock in parent controller. The background color of the form will act as a border.
How about just adding a Panel (and setting it's border) to the Form?
Thanks for the suggestions, I've decided to create 4 1px label and just toss on the edge on each side. That way:
1. They are minding their own business on the side rather than taking up the whole middle if you use use a groupbox or panel.
2. You are able to choose change your border color.
There is no more natural or non natural ways to do it. It depends on what you want.
If you put a background image on the form, you have to consider a fact that in order to be able to support resizable for you have to have resizable background images.
If you simply draw on the background with a Pen or Brush, you can support also resizable form, but you have to work more if you want to do something cool, instead with image it's easier.
You can embed some control inside the form and with color's of them make a feeling of the border. Like control, you can use Panel, as suggested in comment, can use GroupBox that creates thin broder arround, or something else.
I created this method, so you could easily set the borderposition, color and thickness.
private void customBackgroundPainter(PaintEventArgs e, int linethickness = 2, Color linecolor = new Color(), int offsetborder = 6)
{
Rectangle rect = new Rectangle(offsetborder, offsetborder, this.ClientSize.Width - (offsetborder * 2), this.ClientSize.Height - (offsetborder * 2));
Pen pen = new Pen(new Color());
pen.Width = linethickness;
if (linecolor != new Color())
{
pen.Color = linecolor;
}
else
{
pen.Color = Color.Black;
}
e.Graphics.DrawRectangle(pen, rect);
}
You could use it in the OnPaintBackground likes this:
protected override void OnPaintBackground(PaintEventArgs e)
{
base.OnPaintBackground(e);
customBackgroundPainter(
e,
linethickness: 3,
linecolor: Color.DarkOrange,
offsetborder: 5
);
}

Creating Rounded corner container in .net winform

I want to create the rounded corner container in winform .net. My aim is to create a container such that if I dropped any other control within it, that control will also become round shape.
Is this possible?
You're looking for the Control.Region property, which allows you to set the window region associated with a particular control. The operating system will not draw or display any portion of a window that lies outside of a window region.
The documentation gives a sample of how to use the Region property to create a round button:
// This method will change the square button to a circular button by
// creating a new circle-shaped GraphicsPath object and setting it
// to the RoundButton objects region.
private void roundButton_Paint(object sender, PaintEventArgs e)
{
System.Drawing.Drawing2D.GraphicsPath buttonPath =
new System.Drawing.Drawing2D.GraphicsPath();
// Set a new rectangle to the same size as the button's
// ClientRectangle property.
System.Drawing.Rectangle newRectangle = roundButton.ClientRectangle;
// Decrease the size of the rectangle.
newRectangle.Inflate(-10, -10);
// Draw the button's border.
e.Graphics.DrawEllipse(System.Drawing.Pens.Black, newRectangle);
// Increase the size of the rectangle to include the border.
newRectangle.Inflate( 1, 1);
// Create a circle within the new rectangle.
buttonPath.AddEllipse(newRectangle);
// Set the button's Region property to the newly created
// circle region.
roundButton.Region = new System.Drawing.Region(buttonPath);
}
Control.ControlAdded Event
Control.Region
Control.DesignMode
You can alter the Region of child controls when they are added to the parent control.

Why do my WinForms controls flicker and resize slowly?

I'm making a program where I have a lot of panels and panels in panels.
I have a few custom drawn controls in these panels.
The resize function of 1 panel contains code to adjust the size and position of all controls in that panel.
Now as soon as I resize the program, the resize of this panel gets actived. This results in a lot of flickering of the components in this panel.
All user drawn controls are double buffered.
Can some one help me solve this problem?
To get rid of the flicker while resizing the win form, suspend the layout while resizing. Override the forms resizebegin/resizeend methods as below.
protected override void OnResizeBegin(EventArgs e) {
SuspendLayout();
base.OnResizeBegin(e);
}
protected override void OnResizeEnd(EventArgs e) {
ResumeLayout();
base.OnResizeEnd(e);
}
This will leave the controls intact (as they where before resizing) and force a redraw when the resize operation is completed.
Looking at the project you posted, the flickering is really bad when you have the first tab selected, with the gradient-filled group boxes. With the second or third tab showing, there's hardly any flicker, if at all.
So clearly the problem has something to do with the controls you're showing on that tab page. A quick glance at the code for the custom gradient-filled group box class gives away the more specific cause. You're doing a lot of really expensive processing each time you draw one of the groupbox controls. Because each groupbox control has to repaint itself each time the form is resized, that code is getting executed an unbelievable number of times.
Plus, you have the controls' background set to "Transparent", which has to be faked in WinForms by asking the parent window to draw itself first inside the control window to produce the background pixels. The control then draws itself on top of that. This is also more work than filling the control's background with a solid color like SystemColors.Control, and it's causing you to see the form's pixels being drawn while you resize the form, before the groupboxes have a chance to paint themselves.
Here's the specific code I'm talking about from your custom gradient-filled groupbox control class:
protected override void OnPaint(PaintEventArgs e)
{
if (Visible)
{
Graphics gr = e.Graphics;
Rectangle clipRectangle = new Rectangle(new Point(0, 0), this.Size);
Size tSize = TextRenderer.MeasureText(Text, this.Font);
Rectangle r1 = new Rectangle(0, (tSize.Height / 2), Width - 2, Height - tSize.Height / 2 - 2);
Rectangle r2 = new Rectangle(0, 0, Width, Height);
Rectangle textRect = new Rectangle(6, 0, tSize.Width, tSize.Height);
GraphicsPath gp = new GraphicsPath();
gp.AddRectangle(r2);
gp.AddRectangle(r1);
gp.FillMode = FillMode.Alternate;
gr.FillRectangle(new SolidBrush(Parent.BackColor), clipRectangle);
LinearGradientBrush gradBrush;
gradBrush = new LinearGradientBrush(clipRectangle, SystemColors.GradientInactiveCaption, SystemColors.InactiveCaptionText, LinearGradientMode.BackwardDiagonal);
gr.FillPath(gradBrush, RoundedRectangle.Create(r1, 7));
Pen borderPen = new Pen(BorderColor);
gr.DrawPath(borderPen, RoundedRectangle.Create(r1, 7));
gr.FillRectangle(gradBrush, textRect);
gr.DrawRectangle(borderPen, textRect);
gr.DrawString(Text, base.Font, new SolidBrush(ForeColor), 6, 0);
}
}
protected override void OnPaintBackground(PaintEventArgs pevent)
{
if (this.BackColor == Color.Transparent)
base.OnPaintBackground(pevent);
}
And now that you've seen the code, red warning flags ought to go up. You're creating a bunch of GDI+ objects (brushes, pens, regions, etc.), but failing to Dispose any of them! Almost all of that code should be wrapped in using statements. That's just sloppy coding.
Doing all of that work costs something. When the computer is forced to devote so much time to rendering controls, other things lag behind. You see a flicker as it strains to keep up with the resize. It's no different than anything else that overloads a computer (like a computing the value of pi), it's just really easy to do so when you use as many custom drawn controls like you do here. Transparency is hard in Win32, and so is a lot of custom 3D painting. It makes the UI look and feel clunky to the user. Yet another reason that I don't understand the rush away from native controls.
You really only have three options:
Deal with the flicker. (I agree, this is not a good option.)
Use different controls, like the standard, built-in ones. Sure, they may not have a fancy gradient effect, but that's going to look broken half of the time anyway if the user has customized their Windows theme. It's also reasonably hard to read black text on a dark gray background.
Change the painting code within your custom controls to do less work. You may be able to get by with some simple "optimizations" that don't cost you any of the visual effects, but I suspect this is unlikely. It's a tradeoff between speed and eye candy. Doing nothing is always faster.
I successfully eliminate flicker when form resize using this code. Thanks.
VB.NET
Public Class Form1
Public Sub New()
Me.SetStyle(ControlStyles.UserPaint Or ControlStyles.OptimizedDoubleBuffer Or ControlStyles.AllPaintingInWmPaint Or ControlStyles.SupportsTransparentBackColor, True)
End Sub
Private Sub Form1_Resize(ByVal sender As Object, ByVal e As System.EventArgs) Handles Me.Resize
Me.Update()
End Sub
End Class
C#
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
Resize += Form1_Resize;
this.SetStyle(ControlStyles.UserPaint | ControlStyles.OptimizedDoubleBuffer | ControlStyles.AllPaintingInWmPaint | ControlStyles.SupportsTransparentBackColor, true);
}
private void Form1_Resize(object sender, System.EventArgs e)
{
this.Update();
}
}
So I ran into this same problem - my control with a transparent background was repainting like 34 times, and what worked for me was:
On my form that contained the control
protected override void OnResize(EventArgs e)
{
myControl.Visible = false;
base.OnResize(e);
myControl.Visible = true;
}
And the same in the control:
protected override void OnResize(EventArgs e)
{
this.Visible = false;
base.OnResize(e);
this.Visible = true;
}
This reduced the amount of repainting to 4, which effectively eliminated any flicker when the control was being resized.
Maybe a good solution for you will be to use Form.ResizeBegin and Form.ResizeEnd events.
On ResizeBegin set main panel visibility to false, on ResizeEnd set main panel visibility to true.
This way panels will not be redrawn while someone is resizing your form.
While hooking into ResizeBegin and ResizeEnd is the right idea, instead of hiding the main panel's visibility I'd instead delay any resize calculations until ResizeEnd. In this case, you don't even need to hook into ResizeBegin or Resize - all the logic goes into ResizeEnd.
I say this for two reasons. One, even though the panel is hidden, the resize operation will likely still be expensive and so the form won't feel as responsive as it should unless the resize calculations are delayed. Two, hiding the pane's contents while resizing can be jarring to the user.
I had the same problem.
It seams that this is happening because you are using rounded corners. When I set CornerRadius property to 0, the flickering was gone.
So far I have only found the following workaround. Not the nicest one, but it stops the flickering.
private void Form_ResizeBegin(object sender, EventArgs e)
{
rectangleShape.CornerRadius = 0;
}
private void Form_ResizeEnd(object sender, EventArgs e)
{
rectangleShape.CornerRadius = 15;
}
I Had A Similar Issue Like This. My Entire Form Was Resizing Slowly And The Controls Painted Them In An Ugly Manner. So This Helped Me:
//I Added This To The Designer File, You Can Still Change The WindowState In Designer View If You Want. This Helped Me Though.
this.WindowState = FormWindowState.Maximized;
And In The Resize Event, Add This Code To The Beginning
this.Refresh();

Animation inside an adorner (calling OnRender)

I'm using an Adorner in .NET 3.5, and I'm able to draw by overriding OnRender, but I need the ability to redraw the adorner to change its appearance.
Essentially I'm looking for a way to clear the drawing context and call OnRender again. What's the best way to do this, or is there a better approach?
public class MyAdorner : Adorner
{
private Brush brush = Brushes.Red;
public DragArrowAdorner(UIElement adornedElement) : base(adornedElement)
{}
public void RedrawWithBrush(Brush newBrush)
{
brush = newBrush;
// redraw..?
}
protected override void OnRender(System.Windows.Media.DrawingContext drawingContext)
{
// some drawing code...
drawingContext.DrawRectangle(
brush,
null,
new Rect(AdornedElement.DesiredSize));
}
}
The answer to your question is use InvalidateVisual to cause the OnRender to be called again
However, I would suggest instead of doing custom drawing on OnRender yourself to use the standard styling and visual tree templating to build the actual visual of the adorner. This also means you can run standard XAML animations inside it with storyboards.
If you want to go with this approach, in your adorner class you need to:
in the constructor either call base.AddVisualChild() or create your own visuals collection with the visuals you want to show in the adorner
override ArrangeOverride(Size size) in order to arrange the children properly;
override VisualChildrenCount to return the number of children in the adorner visual tree;
override GetCisualChild(int index) to return a particular child.
You can take a look at the ResizingAdorner MSDN sample for more info.
It's very important to understand that WPF is not like Windows.Forms. OnRender() should really be called AccumulateDrawingObjects(), because that's what it's doing. WPF accumulates a bunch of drawing objects, which it retains to be able to draw the UI whenever it needs to. The magic of efficiently updating the UI is that you can actually change objects in that visual tree after OnRender().
For example, you can make a DrawingGroup "backingStore", and put that into the DrawingContext during OnRender. Then anytime you want to change the visual, you can DrawingGroup.Open(), put new drawing commands into it, and WPF will efficiently re-render that portion of the UI.
It looks like this:
DrawingGroup backingStore = new DrawingGroup();
protected override void OnRender(DrawingContext drawingContext) {
base.OnRender(drawingContext);
Render(); // put content into our backingStore
drawingContext.DrawDrawing(backingStore);
}
// I can call this anytime, and it'll update my visual drawing
// without ever triggering layout or OnRender()
private void Render() {
var drawingContext = backingStore.Open();
Render(drawingContext);
drawingContext.Close();
}

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