I was wondering if it's possible to fill a certain percentage of a Rectangle object that's been draw on-screen so that it behaves like a Progress Bar, where you can watch its "level" go up and down. Specifically, I'd like to fill it from top to bottom rather than left to right.
You can try this.
private void button1_Click(object sender, EventArgs e)
{
panel1.Width = 400;
panel1.Height = 50;
using (Graphics g = this.panel1.CreateGraphics())
{
g.Clear(Color.Black);
Pen pen = new Pen(Color.Red, 2);
for (int i = 0; i <= 50;i++ )
{
g.DrawRectangle(pen, 0, 0, 400, i);
Thread.Sleep(100);
}
pen.Dispose();
}
}
Related
Sorry for my eng. Im quite new to C#, and i need this:
After clicking a button, a rectangle form with pre-determined size will appear;
This rectangle must move all around the form + move on screen even if the form is minimized;
The retangle must follow the mouse movements;
When i make a mouse click on the place of screen i want, i need that all coordinates of the area of the rectangle are stored in variables.
This coordinates of rectangle will later be checked by a read-pixel code that i already have, so i really need that the rectangle area of where i clicked really be stored in variables.
EDIT:
Im really new to c# and what i have done so far is:
private void button5_Click(object sender, EventArgs e)
{
Graphics dc = this.CreateGraphics();
Pen Bluepen = new Pen(Color.Blue, 3);
dc.DrawRectangle(Bluepen, 0, 0, 50, 50);
}
And:
private void button5_MouseMove(object sender, MouseEventArgs e)
{
if (isMouseDown == true)
{
rect.Location = e.Location;
if (rect.Right > pictureBox1.Width)
{
rect.X = pictureBox1.Width - rect.Width;
}
if (rect.Top < 0)
{
rect.Y = 0;
}
if (rect.Left < 0 )
{
rect.X = 0;
}
if (rect.Bottom > pictureBox1.Height)
{
rect.Y = pictureBox1.Height - rect.Height;
}
Refresh();
}
}
Thanks in advance!!
I have a picture and a line in a PictureBox control. I know how to zoom the picture itself using this code :
private void pictureBox1_Click(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Left)
{
if (Globals.x == 1)
{
Globals.y = 1;
Globals.a = e.X;
Globals.b = e.Y;
}
}
}
private void pictureBox1_Paint(object sender, System.Windows.Forms.PaintEventArgs e)
{
// Create a local version of the graphics object for the PictureBox.
Graphics g = e.Graphics;
if (Globals.y == 0)
{
e.Graphics.DrawImage(bitmap, 0, 0, 470, 353);
e.Graphics.DrawLine(System.Drawing.Pens.Red, 210, 66, 112, 122);
e.Graphics.DrawLine(System.Drawing.Pens.Red, 112, 122, 15, 205);
}
Bitmap bmpZoom = new Bitmap(bitmap.Width, bitmap.Height);
int new4W = bitmap.Width / 3;
int new4H = bitmap.Height / 3;
int new2W = bitmap.Width *2/ 3;
int new2H = bitmap.Height *2/ 3;
Rectangle srcRect = new Rectangle(Globals.a - new4W,Globals.b - new4H, new2W, new2H);
Rectangle dstRect = new Rectangle(60, 10, bmpZoom.Width, bmpZoom.Height);
}
My code can zoom the part of the picture that i have clicked on, but when I try to draw the line again, it's in the same location anymore (and that is normal).
I want a solution that can zoom both the picture and the line. If anyone could help me, I would be glad.
Everytime I try to add a new line or move the paddle in this game the screen flickers.
How do I keep the screen from flickering when I move the paddle or add a line?
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 WindowsFormsApplication2
{
public partial class GameTest : Form
{
int dx=3, dy=3, i =500, o = 100;
int rex = 400, rey = 450 ;
double c =0;
public GameTest()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
Graphics g = this.CreateGraphics();
Invalidate();
}
private void Form1_KeyDown(object sender, KeyEventArgs e)
{
Graphics g = this.CreateGraphics();
if (e.KeyCode == Keys.Left)
{
//Graphics g = this.CreateGraphics();
Invalidate();
Brush black = new SolidBrush(Color.White);
g.FillRectangle(black, rex, rey, 200, 20);
rex -= 40;
Brush red = new SolidBrush(Color.Green);
g.FillRectangle(red, rex, rey, 200, 20);
}
if (e.KeyCode == Keys.Right)
{
//Graphics g = this.CreateGraphics();
Brush white = new SolidBrush(Color.White);
g.FillRectangle(white, rex, rey, 200, 20);
rex += 40;
Brush red = new SolidBrush(Color.Green);
g.FillRectangle(red, rex, rey, 200, 20);
}
}
private void Form1_Paint(object sender, PaintEventArgs e)
{
DoubleBuffered = false;
Graphics g = this.CreateGraphics();
// Bitmap bmp1 = new Bitmap("G:\c#\Bouncing ball\Pic.jpg");
//TextureBrush tb2 = new TextureBrush(bmp1);
Brush green = new SolidBrush(Color.Green);
g.FillRectangle(green, rex, rey, 200, 20);
Graphics b= this.CreateGraphics();
Brush red = new SolidBrush(Color.Red);
b.FillEllipse(red, i, o, 20, 20);
Pen p = new Pen(Color.Black, 10);
//
g.DrawLine(p, 1000, 480,0,480);
g.DrawLine(p, 1000, 485, 1000, 0);
g .DrawLine(p, 0,480, 0, 0);
}
private void timer1_Tick(object sender, EventArgs e)
{
DoubleBuffered = false;
// int dx=3, dy=3, i = 300, o = 50;
i += dx;
if (i < 0)
{
dx = -dx;
}
else if (i + 50 > 1000)
{
dx = -dx;
}
o += dy;
if ((o +20>= rey) &&(i+20<=rex+200)&&(i+20>=rex))
{
//int rex = 400, rey = 450; RECTANGLE
// int dx=3, dy=3, i(x) = 500, o(y) = 100;
dy =-dy;
//c++;
//label1.Text = c.ToString();
}
// Misgeret\\
if (o < 0)
{
dy = -dy;
}
// Misgeret\\
else if (o + 50 > 600)
{
dy = -dy;
}
this.Invalidate();
}
private void label1_Click(object sender, EventArgs e)
{
label1.Text = c.ToString();
}
}
}
I noticed that you are setting DoubleBuffered to false in multiple areas of your program. That is definitely not helping since the whole reason to use double buffering is to prevent flickering.
The other thing is you are creating Graphics contexts and drawing in multiple places in your application. Try to refactor your code to only draw in the OnPaint() event handler of the form, and do not create a new Graphics context. Use the one provided in the PaintEventArgs of the OnPaint() event.
private void Form1_Paint(object sender, PaintEventArgs e)
{
Graphics g = e.Graphics;
using(Brush green = new SolidBrush(Color.Green))
{
g.FillRectangle(green, rex, rey, 200, 20);
}
// .. etc, etc..
}
Then, when you need to the form to be repainted you just need to invoke the Invalidate() method to tell the GDI that your form, or a portion of it, needs to be repainted. That will in turn cause the Paint event to be fired and the OnPaint() to be called.
As a side note, as #HighCore suggested in the comments, WinForms is definitely not the right framework to create a game in. For games try the XNA framework, or one of several open source ones available on the web such as Unity
UPDATE
To prevent flickering you can use automatic double buffering for your form. This can be enabled in the form constructor, after the call to InitializeComponent(), using a call to SetStyle:
SetStyle( ControlStyles.AllPaintingInWmPaint
| ControlStyles.UserPaint
| ControlStyles.DoubleBuffer , true);
I have drawn and saved the Rectangle on the image i loaded in the picture box. How i like to draw multiple rectangles for that i tried array in the rectangle but it gives error ("Object reference not set to an instance of an object." (Null reference Exception was unhandled).
private void pictureBox1_MouseDown(object sender, MouseEventArgs e)
{
if (mybitmap == null)
{
mybitmap = new Bitmap(sz.Width, sz.Height);
}
rect[count] = new Rectangle(e.X, e.Y, 0, 0);
this.Invalidate();
}
private void pictureBox1_MouseMove(object sender, MouseEventArgs e)
{
if (stayToolStripMenuItem.Checked == true)
{
switch (e.Button)
{
case MouseButtons.Left:
{
rect[count] = new Rectangle(rect[count].Left, rect[count].Top, e.X - rect[count].Left, e.Y - rect[count].Top);
pictureBox1.Invalidate();
count++:
break;
}
}
}
}
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
if (stayToolStripMenuItem.Checked == true)
{
button1.Visible = true;
button2.Visible = true;
if (mybitmap == null)
{
return;
}
using (g = Graphics.FromImage(mybitmap))
{
using (Pen pen = new Pen(Color.Red, 2))
{
//g.Clear(Color.Transparent);
e.Graphics.DrawRectangle(pen, rect);
label1.Top = rect[count].Top; label1[count].Left = rect[count].Left; label1.Width = rect[count].Width;
label1.Height = rect[count].Height;
if (label1.TextAlign == ContentAlignment.TopLeft)
{
e.Graphics.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect);
g.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect);
g.DrawRectangle(pen, rect[count]);
}
}
}
}
}
How can i do this.....
You're incrementing the count variable after filling the rect array. By the time pictureBox1_Paint is executed, this increment has already taken place, so rect[count] is now a null reference, which you then try to draw :)
Also, there appears to be a compiler error in pictureBox1_MouseDown. The count++ inside the switch statement doesn't belong to any case block. Put it before the break; statement.
I imagine your intention is something like this:
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
if (mybitmap == null)
return;
using (g = Graphics.FromImage(mybitmap))
using (Pen pen = new Pen(Color.Red, 2))
{
g.Clear(Color.Transparent);
for (int i = 0; i < count; i++)
{
// Code to draw rect[i], instead of rect[count]
}
}
}
How large is your rect array, by the way? Arrays do not automatically grow to accommodate your needs. You may want to look at using List<Rectangle> instead.
Have change the code little bit. Instead of mouse move event used Mouse click event.
On using mouse move event it calls every time when mouse move on the picture box. so list rectangle count gets increased. for this i used mouse click event.
When list rectangle added in Mouse down event, it's only get the values for height and width of the rectangle (if use (0,0,e.X,e.Y))and also rectangle always starts from top left corner (not able to start the rectangle point where user likes) and it's gets only X and Y values (if use(e.X, e.Y,0,0))
to over come this I used the list rectangle in the mouse click event, so I get all values.
List<Rectangle> rectangles = new List<Rectangle>();
private void pictureBox1_MouseDown(object sender, MouseEventArgs e)
{
if (stayToolStripMenuItem.Checked == true)
{
if (mybitmap == null)
{
mybitmap = new Bitmap(sz.Width, sz.Height);
}
rect = new Rectangle(e.X, e.Y, 0, 0);
this.Invalidate();
}
}
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
if (stayToolStripMenuItem.Checked == true)
{
button1.Visible = true;
button2.Visible = true;
if (mybitmap == null)
{
return;
}
using (g = Graphics.FromImage(mybitmap))
{
using (Pen pen = new Pen(Color.Red, 2))
{
//g.Clear(Color.Transparent);
e.Graphics.DrawRectangle(pen, rect);
label1.Top = rect.Top; label1.Left = rect.Left; label1.Width = rect.Width;
label1.Height = rect.Height;
if (label1.TextAlign == ContentAlignment.TopLeft)
{
e.Graphics.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect);
g.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect);
g.DrawRectangle(pen, rect);
}
}
}
private void pictureBox1_MouseClick(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Left)
{
rect = new Rectangle(rect.Left, rect.Top, e.X - rect.Left, e.Y - rect.Top);
rectangles.Add(rect);
pictureBox1.Invalidate();
f = 0;
}
}
What ever rectangle I draw get saved in the list rectangles and get saved when i saved the work (could see all the drawn rectangles when i opened the saved file).
Now the problem is, when I draw a new rectangle the previous one get disappeared (on run time. However this added in list rectangle).
How to display all the rectangles drawn on run time, so user can know how many rectangles drawn and where.
I'm implementing an application which want to draw lines in the panel. But the panel must be auto scrolled as it size can be expand at run time. The panel paint method I have used is as below.When I run the program it draws lines, but when I scroll down the panel the lines get crashes.How can I avoid that?
private void panel1_Paint(object sender, PaintEventArgs e)
{
this.DoubleBuffered = true;
Pen P = new Pen(Color.Red);
for (int i = 0; i < 10; i++) {
e.Graphics.DrawLine(P, (new Point(i * 40, 0)), (new Point(i * 40, 60 * 40)));
}
for (int i = 0; i < 60; i++)
{
e.Graphics.DrawLine(P, (new Point(0, i *40)), (new Point(10 * 40, i * 40)));
}
}
I'll assume that "get crashes" doesn't actually mean that your code crashes. You'll need to offset the drawing by the scroll amount. That's easy to do:
private void panel1_Paint(object sender, PaintEventArgs e) {
e.Graphics.TranslateTransform(panel1.AutoScrollPosition.X, panel1.AutoScrollPosition.Y);
// etc
//...
}