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);
}
}
Related
How to change the size of the image and the size of the rectangle that was drawn inside the image so that the rectangle does not lose the position of the x and the y.
I did the following code, but it doesn't keep the position of the rectangle
int index3 = dataGridView1.CurrentCell.RowIndex;
xxx = Convert.ToInt32(dataGridView1.Rows[index3].Cells[10].Value.ToString());
yyy = Convert.ToInt32(dataGridView1.Rows[index3].Cells[11].Value.ToString());
hhh = Convert.ToInt32(dataGridView1.Rows[index3].Cells[12].Value.ToString());
www = Convert.ToInt32(dataGridView1.Rows[index3].Cells[13].Value.ToString());
Rectangle r = new Rectangle(xxx, yyy, www, hhh);
int newX = (int)(xxx+ (xxx*0.2));
int newY = (int)(yyy +( yyy*0.2));
int newWidth = (int)(r.Width +(r.Width*0.2));
int newHeight = (int)(r.Height +(r.Height*0.2));
picturModule.Size = new Size((int)(picturModule.Width+(picturModule.Width*0.2)),(int)(picturModule.Height+(picturModule.Height*0.2)));
r = new Rectangle(newX, newY, newWidth, newHeight);
Pen pen = new Pen(Color.GreenYellow, 4);
picturModule.CreateGraphics().DrawRectangle(pen, r);
The problem is when changing the size of the image after drawing the
rectangle on the image, the rectangle is not moved to the correct X
and Y point and its position changes. I want when changing the size of
the image that the size of the rectangle changes and keeps the same
point from which you started
Okay. What you can do is store the position and size of the Rectangle as a "percentage" of the width/height of the image/picturebox. This could be done using RectangleF and floating point values.
Now you can use those "percentage" values and multiply them by the new picturebox width/height to get the scaled location and size.
Here's an example:
Code that generated the animation:
public partial class Form2 : Form
{
public Form2()
{
InitializeComponent();
}
private bool drawRect = false;
private RectangleF rcF;
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
if (drawRect)
{
Point pt = new Point((int)(rcF.X * pictureBox1.Width),
(int)(rcF.Y * pictureBox1.Height));
Size sz = new Size((int)(rcF.Width * pictureBox1.Width),
(int)(rcF.Height * pictureBox1.Height));
e.Graphics.DrawRectangle(Pens.Black, new Rectangle(pt, sz));
}
}
private void button1_Click(object sender, EventArgs e)
{
Rectangle initialRectangle = new Rectangle(new Point(300, 150), new Size(125, 50));
PointF ptF = new PointF((float)initialRectangle.X / pictureBox1.Width,
(float)initialRectangle.Y / pictureBox1.Height);
SizeF szF = new SizeF((float)initialRectangle.Width / pictureBox1.Width,
(float)initialRectangle.Height / pictureBox1.Height);
rcF = new RectangleF(ptF, szF);
drawRect = true;
pictureBox1.Invalidate();
}
private void pictureBox1_SizeChanged(object sender, EventArgs e)
{
pictureBox1.Invalidate();
}
}
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));
}
}
}
In fact , I want to draw circle in new position each time double-click and without remove before circle ,It should be noted that, I used PictureBox.
public Point postionCursor { get; set; }
List<Point> points = new List<Point>();
private void pictureBox1_DoubleClick(object sender, EventArgs e)
{
postionCursor = this.PointToClient(new Point(Cursor.Position.X - 25, Cursor.Position.Y - 25));
points.Add(postionCursor);
pictureBox1.Invalidate();
pictureBox1.Paint += new PaintEventHandler(pic_Paint);
}
private void pic_Paint(object sender, PaintEventArgs e)
{
Graphics g = e.Graphics;
g.SmoothingMode = SmoothingMode.AntiAlias;
foreach (Point pt in points)
{
Pen p = new Pen(Color.Tomato, 2);
SolidBrush myb = new SolidBrush(Color.White);
g.DrawEllipse(p, postionCursor.X, postionCursor.Y, 20, 20);
g.FillEllipse(myb, postionCursor.X, postionCursor.Y, 20, 20);
p.Dispose();
}
}
You're not using the pt variable in the foreach loop.
foreach (Point pt in points)
{
using(Pen p = new Pen(Color.Tomato, 2))
using(SolidBrush myb = new SolidBrush(Color.White))
{
g.FillEllipse(myb, pt.X, pt.Y, 20, 20);
g.DrawEllipse(p, pt.X, pt.Y, 20, 20);
}
}
In your code, you were just overwriting the circle in the same location for every Point in the points list.
Also, as Reza mentioned in the comments, you don't need to attach the PaintEventHandler event hanlder every time the PictureBox is clicked, you just need to do it once.
So I got to thinking, and then Visual Studio-ing, that perhaps we don't even need the foreach loop. I still maintain a List so we know where the user has clicked, but there's no need to loop through it and redraw everything every time.
I realize this doesn't handle the case where the underlying list is modified, but nor does the original sample. Here's my entire Form1 class:
public partial class Form1 : Form
{
private const int CircleDiameter = 20;
private const int PenWidth = 2;
private readonly List<Point> _points = new List<Point>();
public Form1()
{
InitializeComponent();
pictureBox1.Paint += (sender, args) =>
{
_points.ForEach(p => DrawPoint(p, args.Graphics));
};
}
private void pictureBox1_DoubleClick(object sender, EventArgs e)
{
var cursorLocation = pictureBox1.PointToClient(Cursor.Position);
_points.Add(cursorLocation);
var circleArea = new Rectangle(
cursorLocation.X - CircleDiameter/2 - PenWidth,
cursorLocation.Y - CircleDiameter/2 - PenWidth,
CircleDiameter + PenWidth*2,
CircleDiameter + PenWidth*2);
pictureBox1.Invalidate(circleArea);
}
private static void DrawPoint(Point point, Graphics graphics)
{
point.X -= CircleDiameter / 2;
point.Y -= CircleDiameter / 2;
using (var pen = new Pen(Color.Tomato, PenWidth))
using (var brush = new SolidBrush(Color.White))
{
graphics.SmoothingMode = SmoothingMode.AntiAlias;
graphics.DrawEllipse(pen, point.X, point.Y, CircleDiameter, CircleDiameter);
graphics.FillEllipse(brush, point.X, point.Y, CircleDiameter, CircleDiameter);
}
}
}
Update 1:
So I updated the code to use the Paint event which has the foreach loop. However, I don't Invalidate (and Paint) every time a circle is added - there's no need for that. Just adding a circle by drawing means the control only invalidates and re-paints the region where the new circle was added.
Try setting a breakpoint on the DrawAllPoints method. You'll see it only happens during full invalidation operations such as minimizing and restoring.
Update 2:
After further chat, I agree the Invalidate method is superior. Code updated to use Invalidate with a rectangle to invalidate.
And now it's looking very much like the OP :)
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)
I have overridden the OnPaint method of my Label control in VS2008:
void Label_OnPaint(object sender, PaintEventArgs e) {
base.OnPaint(e);
dim lbl = sender as Label;
if (lbl != null) {
string Text = lbl.Text;
e.Graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
if (myShowShadow) { // draw the shadow first!
e.Graphics.DrawString(Text, lbl.Font, new SolidBrush(myShadowColor), myShadowOffset, StringFormat.GenericDefault);
}
e.Graphics.DrawString(Text, lbl.Font, new SolidBrush(lbl.ForeColor), 0, 0, StringFormat.GenericDefault);
}
}
This works, but I really want to find out how to center the text both vertically and horizontally. I've heard of the MeasureString() method, but my "Text" complicates matters because it could include page breaks.
Could someone guide me with how to do this?
Alternatively you can create your own StringFormat object and pass it in using an overload of DrawString that supports a RectangleF:
StringFormat formatter = new StringFormat();
formatter.LineAlignment = StringAlignment.Center;
formatter.Alignment = StringAlignment.Center;
RectangleF rectangle = new RectangleF(0, 0, lbl.Width, lbl.Height);
e.Graphics.DrawString(Text, lbl.Font, new SolidBrush(lbl.ForeColor), rectangle, formatter);
You can call TextRenderer.DrawText with the HorizontalCenter and VerticalCenter flags.
Here is the code i'm using at the moment,
SizeF size;
string text = "Text goes here";
size = e.Graphics.MeasureString(text, font);
x = (lineWidth / 2) - (size.Width / 2);
y = top;
e.Graphics.DrawString(text, font, Brushes.Black, x, y);
I just wanted to add (a year later) a tool I created because StringAlignment turned out to be not very dependable. It turns out to be very similar to Neo's version.
The code below does an excellent job of centering the text both vertically and horizontally. Also, I wrote it with various overloads so that different options could be supplied to make this control behave exactly like I want.
Here are my overloads:
private static void DrawCenter(Label label, Graphics graphics) {
DrawCenter(label.Text, label, label.Location, label.ForeColor, graphics);
}
private void DrawCenter(string text, Label label, Graphics graphics) {
DrawCenter(text, label, label.Location, label.ForeColor, graphics);
}
private static void DrawCenter(string text, Label label, Point location, Graphics graphics) {
DrawCenter(text, label, location, label.ForeColor, graphics);
}
private static void DrawCenter(string text, Label label, Point location, Color fontColor, Graphics graphics) {
Rectangle rect = new Rectangle(location, label.Size);
SizeF lSize = graphics.MeasureString(text, label.Font, rect.Width);
PointF lPoint = new PointF(rect.X + (rect.Width - lSize.Width) / 2, rect.Y + (rect.Height - lSize.Height) / 2);
graphics.DrawString(text, label.Font, new SolidBrush(fontColor), lPoint);
}
To use these for the Label's OnPaint event, simply modify my original code in the question to following:
private void Label_OnPaint(object sender, PaintEventArgs e) {
base.OnPaint(e);
Label lbl = sender as Label;
if (lbl != null) {
string txt = lbl.Text;
e.Graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
if (myShowShadow) { // draw the shadow first!
Point offset = new Point(lbl.Location.X - 1, lbl.Location.Y - 1)
DrawCenter(txt, lbl, offset, myShadowColor, e.Graphics);
}
DrawCenter(lbl, e.Graphics);
}
}
For a Print_Document event, I have a version that will also print a box around the label if there is already a box around it in the designer:
private static void DrawCenter(string text, Label label, Point location, Color fontColor, Graphics graphics) {
Rectangle rect = new Rectangle(location, label.Size);
SizeF lSize = graphics.MeasureString(text, label.Font, rect.Width);
PointF lPoint = new PointF((rect.Width - lSize.Width) / 2, (rect.Height - lSize.Height) / 2);
graphics.DrawString(text, label.Font, new SolidBrush(fontColor), lPoint);
if (label.BorderStyle != BorderStyle.None) {
using (Pen p = new Pen(Color.Black)) {
graphics.DrawRectangle(p, rect);
}
}
}
If you find this at all useful, give me a +1.
~Joe