Control not drawn on panel - c#

I'm trying to add a control to my Panel. At mouseDown on the panel the point is saved and at mouseUp the point is saved. But at panel mouseUp nothing is drawn. How to solve it?
Ellipse class:
class Ellipse : Control
{
private int x;
private int y;
private int width;
private int height;
public Ellipse(int x, int y, int width, int height)
{
setY(y);
setX(x);
setWidth(width);
setHeight(height);
}
public int getX() { return x;}
public int getY() { return y; }
public int getWidth() { return width; }
public int getHeight() { return height; }
public void setX(int newx) { x = newx; }
public void setY(int newy) { y = newy; }
public void setWidth(int newwidth) { width = newwidth; }
public void setHeight(int newheight) { height = newheight; }
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
// Call methods of the System.Drawing.Graphics object.
// Declare and instantiate a new pen.
System.Drawing.Pen myPen = new System.Drawing.Pen(Color.Aqua);
// Draw an aqua rectangle in the rectangle represented by the control.
e.Graphics.FillEllipse(Brushes.Black,x,y,width,height);
}
}
Form1 class
private void panel_MouseDown(object sender, MouseEventArgs e)
{
draw = true;
x = e.X;
y = e.Y;
}
private void panel_MouseUp(object sender, MouseEventArgs e)
{
draw = false;
xe = e.X;
ye = e.Y;
Item item;
Enum.TryParse<Item>(menuComboBoxShape.ComboBox.SelectedValue.ToString(), out item);
switch (item)
{
case Item.Pencil:
using (Graphics g = panel.CreateGraphics())
using (var pen = new Pen(System.Drawing.Color.Black)) //Create the pen used to draw the line (using statement makes sure the pen is disposed)
{
g.DrawLine(pen,new Point(x, y), new Point(xe, ye));
}
break;
case Item.Rectangle:
break;
case Item.Ellipse:
Ellipse el = new Ellipse(x,y,xe-x,ye-y);
panel.Controls.Add(el);
break;
default:
break;
}
}

You are inheriting your Ellipse class from Control, but in fact you're not using it as a control - you're not adding it in Controls collection of form, so in fact it is invisible, inactive and not receiving any events from form.
Also painting the control from outer code looks like a bad design. Control should paint itself, and you should set it bounds from outer code.
Here is snippet to drive you to the right way:
class Ellipse : Control
{
Point mDown { get; set; }
public Ellipse()
{
MouseDown += shape_MouseDown;
MouseMove += shape_MouseMove;
}
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
e.Graphics.FillEllipse(Brushes.Black, this.Bounds);
}
private void shape_MouseDown(object sender, MouseEventArgs e)
{
mDown = e.Location;
}
private void shape_MouseMove(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Left)
{
Location = new Point(e.X + Left - mDown.X, e.Y + Top - mDown.Y);
}
}
}
And in the form you should create it like:
el = new Ellipse();
el.Bounds = new Rectangle(0, 0, 100, 100);
Controls.Add(el);
Update
Based on your updated code, I can see a couple of issues:
You actually don't need x, y, width, height properties of your Ellipse class and according getter/setter methods, since it's Control, and it has its own Location and Width, Height public properties.
You are drawing your ellipse incorrectly. Assuming it should fill all the area, painting should be e.Graphics.FillEllipse(Brushes.Black,0,0,Width,Height) (here I assuming using Control.Width instead of your width and so on). Otherwise you're additionally shifting your painted ellipse.
Code in panel_MouseUp concerning ellipse creation should be something like
var el = new Ellipse();
panel.Controls.Add(el);
el.Location = new Point(x, y);
el.Width = (xe - x);
el.Height = (ye - y);
Or, if it should be one single ellipse (right now you're creating new one each time) - create this one outside of mouseUp handler and inside of handler just change it's size and location.

Related

Drag Over PictureBox over other PictureBox with transparency

I would like to design a chess board and drag over pieces (shown in pictureBox Controls) all child of the main board (pictureBox1).
Problem I encounter is the transparency is only set to the Parent pictureBox1.
Which shows this effect: The square is showing.
private void CommonPiece_Mouse_Move(object sender, MouseEventArgs e)
{
if (Piece_Selected)
{
int MousePositionX = pictureBox1.PointToClient(Cursor.Position).X;
int MousePositionY = pictureBox1.PointToClient(Cursor.Position).Y;
(sender as PictureBox).Left = MousePositionX - 35;
(sender as PictureBox).Top = MousePositionY - 25;
}
}
What would be a good way to go about it?
There are several solutions for this problem. The one in the following screen recording, is based on drawing png images as movable shapes; it uses the idea that I've explained in How to drag and move shapes in C#. Basically there's only one control -the drawing surface, and all the other stuff are movable drawings.
You can use any image for the pieces by passing an Image to the ImageShape
You can modify the size of the Pieces by setting Height of the shape
It supports snapping to the grid
You can customize the texture, easily by setting the BackgroundImage of the drawing surface
You can change the grid size, by setting GridSize property of the drawing surface
You can change the Color of White and Grid grids, by assigning the color to WhiteColor and BlackColor
It's of course a quick example showing how to draw movable objects, including png images keeping their transparency. You know how to improve it :)
Drawing and moving shapes - Chess pieces
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Text;
using System.Linq;
using System.Windows.Forms;
public interface IShape
{
bool HitTest(Point p);
void Draw(Graphics g);
void Move(int dx, int dy);
Point Location { get; set; }
}
public class ImageShape : IShape
{
public int Height { get; set; } = 100;
public Point Location { get; set; }
private Image _image;
public ImageShape(Image image)
{
_image = image;
}
public void Draw(Graphics g)
{
var r = new Rectangle(Location, new Size(Height, Height));
r.Inflate(-5, -5);
g.DrawImage(_image, r);
}
public bool HitTest(Point p)
{
return new Rectangle(Location, new Size(Height, Height)).Contains(p);
}
public void Move(int dx, int dy)
{
Location = new Point(Location.X + dx, Location.Y + dy);
}
}
public class DrawingSurface : Control
{
public List<IShape> Shapes { get; private set; }
public int GridSize { get; set; } = 100;
public Color WhiteColor = Color.FromArgb(200, Color.White);
public Color BlackColor = Color.FromArgb(120, Color.Black);
IShape selectedShape;
bool moving;
Point previousPoint = Point.Empty;
public DrawingSurface()
{
DoubleBuffered = true;
ResizeRedraw = true;
Shapes = new List<IShape>();
}
protected override void OnMouseDown(MouseEventArgs e)
{
for (var i = Shapes.Count - 1; i >= 0; i--)
if (Shapes[i].HitTest(e.Location))
{
selectedShape = Shapes[i];
break;
}
if (selectedShape != null)
{
moving = true;
previousPoint = e.Location;
Invalidate();
}
base.OnMouseDown(e);
}
protected override void OnMouseMove(MouseEventArgs e)
{
if (moving)
{
var dx = e.X - previousPoint.X;
var dy = e.Y - previousPoint.Y;
selectedShape.Move(dx, dy);
previousPoint = e.Location;
this.Invalidate();
}
base.OnMouseMove(e);
}
protected override void OnMouseUp(MouseEventArgs e)
{
if (moving)
{
int i = (e.X / GridSize) * GridSize;
int j = (e.Y / GridSize) * GridSize;
selectedShape.Location = new Point(i, j);
selectedShape = null;
moving = false;
this.Invalidate();
}
base.OnMouseUp(e);
}
protected override void OnPaint(PaintEventArgs e)
{
var g = e.Graphics;
g.InterpolationMode = InterpolationMode.High;
g.SmoothingMode = SmoothingMode.HighQuality;
g.TextRenderingHint = TextRenderingHint.AntiAliasGridFit;
g.CompositingQuality = CompositingQuality.HighQuality;
foreach (var shape in Shapes.Except(new[] { selectedShape }))
shape.Draw(g);
if (selectedShape != null)
selectedShape.Draw(g);
}
protected override void OnPaintBackground(PaintEventArgs e)
{
base.OnPaintBackground(e);
var g = e.Graphics;
using (var w = new SolidBrush(WhiteColor))
using (var b = new SolidBrush(BlackColor))
for (int i = 0; i < 8; i++)
for (int j = 0; j < 8; j++)
g.FillRectangle((i + j) % 2 == 0 ? b : w,
i * GridSize, j * GridSize, GridSize, GridSize);
}
}
To add pieces:
private void Form1_Load(object sender, EventArgs e)
{
this.drawingSurface1.Shapes.Add(new ImageShape(
Properties.Resources.KingWhite) { Location = new Point(0, 0) });
this.drawingSurface1.Shapes.Add(
new ImageShape(Properties.Resources.kingBlack) { Location = new Point(0, 100) });
}
Here's an example that makes the PictureBox Non-Rectangular. The PB will literally not exist where the transparent areas were:
using System.Runtime.InteropServices;
namespace CS_Scratch_WindowsFormsApp2
{
public partial class Form1 : Form
{
public const int HT_CAPTION = 0x2;
public const int WM_NCLBUTTONDOWN = 0xA1;
[System.Runtime.InteropServices.DllImportAttribute("user32.dll")]
public static extern bool ReleaseCapture();
[System.Runtime.InteropServices.DllImportAttribute("user32.dll")]
public static extern int SendMessage(IntPtr hWnd, int Msg, int wParam, int lParam);
public Form1()
{
InitializeComponent();
pbChessPiece.MouseMove += PbChessPiece_MouseMove;
}
private void PbChessPiece_MouseMove(object sender, MouseEventArgs e)
{
PictureBox pb = (PictureBox)sender;
if (!DesignMode && e.Button == MouseButtons.Left)
{
ReleaseCapture();
SendMessage(pb.Handle, WM_NCLBUTTONDOWN, HT_CAPTION, 0);
}
}
private void button1_Click(object sender, EventArgs e)
{
Bitmap bmp = (Bitmap)pbChessPiece.Image;
Region rgn = new Region();
rgn.Union(new Rectangle(0, 0, bmp.Width, bmp.Height));
for(int x=0; x<bmp.Width; x++)
{
for(int y=0; y<bmp.Height; y++)
{
if (bmp.GetPixel(x, y).A == 0)
{
rgn.Exclude(new Rectangle(x, y, 1, 1));
}
}
}
pbChessPiece.Region = rgn;
}
}
}
Example run:
I did something similar, but I did not use Drag & Drop events
On MouseDown I assumed a drag operation started, I've opened a translucent unfocused window on top of the drop area, and started drawing dragged image on that form. Since the form is translucent it can show images with transparency on top of everything. I did not use images, but instead draw rectangles where users could drop. If my memory serves me correct, MouseMove events are forwarded to the dragged component, the original chess piece in your case, or the opened but unfocused form, so I can easily track the location. On MouseUp event I wrapped everything.
Since you can draw the image on the new form you can tilt image chess piece image to the left or right for a nice touch.
I developed a very strict forms designer application using this technique.
You can use the panel instead of using the pictureBox and display the image in the background of the controls. Remember that your images must be "png" and the surrounding of the image must be completely transparent. Also, the background color of the controls of the panels Set by events so that it becomes transparent during drag and returns to the cell color after drag and drop.
Good luck.

Resize rectangle with form Size in real time?

Here is the following rectangle below:
When I resize the form, I need this rectangle to match the size of the form.
When changing the width of the rectangle, do not interfere with its visibility within the form.
I'm using the following:
Note:
I did the rectangle manually, but if you have rectangle ready, better yet!
public Form1()
{
InitializeComponent();
this.Paint += Form1_Paint;
this.rectangles = new Dictionary<string, Rectangle>();
this.sizeScreen = this.Size;
this.sizeRectangles = new Size(8, 8);
this.brush = new SolidBrush(Color.Red);
FillLeft();
FillRight();
FillUp();
FillDown();
}
private Size sizeScreen;
private Size sizeRectangles;
private SolidBrush brush;
private Dictionary<string, Rectangle> rectangles;
private void FillLeft()
{
Rectangle rectangle = new Rectangle()
{
Height = this.sizeScreen.Height,
Width = this.sizeRectangles.Width,
X = 0,
Y = this.sizeRectangles.Height
};
this.rectangles.Add("left", rectangle);
}
private void FillRight()
{
Rectangle rectangle = new Rectangle()
{
Height = this.sizeScreen.Height,
Width = this.sizeRectangles.Width,
X = this.sizeScreen.Width - (this.sizeRectangles.Width * 5),
Y = this.sizeRectangles.Height
};
this.rectangles.Add("right", rectangle);
}
private void FillUp()
{
Rectangle rectangle = new Rectangle()
{
Height = this.sizeRectangles.Height,
Width = this.sizeScreen.Width,
X = 0,
Y = this.sizeRectangles.Height
};
this.rectangles.Add("up", rectangle);
}
private void FillDown()
{
Rectangle rectangle = new Rectangle()
{
Height = this.sizeRectangles.Height,
Width = this.sizeScreen.Width,
X = 0,
Y = this.sizeScreen.Height - (this.sizeRectangles.Height * 11)
};
this.rectangles.Add("down", rectangle);
}
private void Form1_Paint(object sender, PaintEventArgs e)
{
for (int i = 0; i < this.rectangles.Count; i++)
{
e.Graphics.FillRectangles(this.brush, this.rectangles.Values.ToArray());
}
}
I want to set the rectangle on the form when it is resized
This is the way I'm creating the rectangle, but it does not stay right on the screen, to resize it I do not know
I think this would simplify what you are trying to do:
const int PenWidth = 10;
private void Form1_Paint(object sender, PaintEventArgs e)
{
Rectangle r = this.ClientRectangle;
Pen pen = new Pen(Color.Red, PenWidth);
e.Graphics.DrawRectangle(pen, r);
}
You could even add a margin:
const int PenWidth = 10;
const int PenMargin = 10;
private void Form1_Paint(object sender, PaintEventArgs e)
{
Rectangle r = this.ClientRectangle;
r.Inflate(-PenMargin, -PenMargin);
Pen pen = new Pen(Color.Red, PenWidth);
e.Graphics.DrawRectangle(pen, r);
}
To prevent traces (suggested by Wyck):
private void Form1_Resize(object sender, EventArgs e)
{
Invalidate();
}
Handle the Resize event and call Invalidate in the handler. Create a Pen of the desired color and width and set its Alignment to Inset. Handle the Paint event and in the handler call DrawRectangle passing in the ClientRectangle of the form.
Here is an example.
const float borderWidth = 8.0f;
Pen borderPen = new Pen(Color.Red, borderWidth) { Alignment = System.Drawing.Drawing2D.PenAlignment.Inset };
public Form2()
{
InitializeComponent();
this.Paint += Form2_Paint;
this.Resize += Form2_Resize;
}
private void Form2_Resize(object sender, EventArgs e)
{
Invalidate();
}
private void Form2_Paint(object sender, PaintEventArgs e)
{
e.Graphics.DrawRectangle(borderPen, this.ClientRectangle);
}
Apply the following fixes to the code:
Set ResizeRedraw property of the form to true. It sets the underlying style for the form so by each resize it sends the paint message and you don't need to handle Resize event.
Use DrawRectangle and draw using wide pen. So you don't need to fill multiple rectangles.
Set the PenAlignment to Inset. So you don't need to calculate the location of rectangle.
Do dispose the pen when you don't need it.
Example
public Form1()
{
InitializeComponent();
ResizeRedraw = true;
}
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
using (var pen = new Pen(Color.Red, PenWidth))
{
pen.Alignment = System.Drawing.Drawing2D.PenAlignment.Inset;
e.Graphics.DrawRectangle(pen, ClientRectangle);
}
}
i have used this on my current project. when ever you resize the form, it will automatically resize all the object inside your form
i have class named clsResize and i call this on the form load.
1st you have to initialize the class inside the form then create 2 new method.
see example below
public partial class frmNewForm : Form
{
clsResize _form_resize;
public string selectedProd;
public frmNewForm()
{
InitializeComponent();
_form_resize = new clsResize(this);
this.Load += _Load;
this.Resize += _Resize;
}
private void _Load(object sender, EventArgs e)
{
_form_resize._get_initial_size();
}
private void _Resize(object sender, EventArgs e)
{
_form_resize._resize();
}
}
and here is the class that i used.
public class clsResize
{
List<System.Drawing.Rectangle> _arr_control_storage = new List<System.Drawing.Rectangle>();
private bool showRowHeader = false;
public clsResize(Form _form_)
{
form = _form_; //the calling form
_formSize = _form_.ClientSize; //Save initial form size
_fontsize = _form_.Font.Size; //Font size
}
private float _fontsize { get; set; }
private System.Drawing.SizeF _formSize {get;set; }
private Form form { get; set; }
public void _get_initial_size() //get initial size//
{
var _controls = _get_all_controls(form);//call the enumerator
foreach (Control control in _controls) //Loop through the controls
{
_arr_control_storage.Add(control.Bounds); //saves control bounds/dimension
//If you have datagridview
if (control.GetType() == typeof(DataGridView))
_dgv_Column_Adjust(((DataGridView)control), showRowHeader);
}
}
public void _resize() //Set the resize
{
double _form_ratio_width = (double)form.ClientSize.Width /(double)_formSize.Width; //ratio could be greater or less than 1
double _form_ratio_height = (double)form.ClientSize.Height / (double)_formSize.Height; // this one too
var _controls = _get_all_controls(form); //reenumerate the control collection
int _pos = -1;//do not change this value unless you know what you are doing
try
{
foreach (Control control in _controls)
{
// do some math calc
_pos += 1;//increment by 1;
System.Drawing.Size _controlSize = new System.Drawing.Size((int)(_arr_control_storage[_pos].Width * _form_ratio_width),
(int)(_arr_control_storage[_pos].Height * _form_ratio_height)); //use for sizing
System.Drawing.Point _controlposition = new System.Drawing.Point((int)
(_arr_control_storage[_pos].X * _form_ratio_width), (int)(_arr_control_storage[_pos].Y * _form_ratio_height));//use for location
//set bounds
control.Bounds = new System.Drawing.Rectangle(_controlposition, _controlSize); //Put together
//Assuming you have a datagridview inside a form()
//if you want to show the row header, replace the false statement of
//showRowHeader on top/public declaration to true;
if (control.GetType() == typeof(DataGridView))
_dgv_Column_Adjust(((DataGridView)control), showRowHeader);
//Font AutoSize
control.Font = new System.Drawing.Font(form.Font.FontFamily,
(float)(((Convert.ToDouble(_fontsize) * _form_ratio_width) / 2) +
((Convert.ToDouble(_fontsize) * _form_ratio_height) / 2)));
}
}
catch(Exception e)
{
MessageBox.Show(e.Message);
return;
}
}
private void _dgv_Column_Adjust(DataGridView dgv, bool _showRowHeader) //if you have Datagridview
//and want to resize the column base on its dimension.
{
int intRowHeader = 0;
const int Hscrollbarwidth = 5;
if (_showRowHeader)
intRowHeader = dgv.RowHeadersWidth;
else
dgv.RowHeadersVisible = false;
for (int i = 0; i < dgv.ColumnCount; i++)
{
if (dgv.Dock == DockStyle.Fill) //in case the datagridview is docked
dgv.Columns[i].Width = ((dgv.Width - intRowHeader) / dgv.ColumnCount);
else
dgv.Columns[i].Width = ((dgv.Width - intRowHeader - Hscrollbarwidth) / dgv.ColumnCount);
}
}
private static IEnumerable<Control> _get_all_controls(Control c)
{
return c.Controls.Cast<Control>().SelectMany(item =>
_get_all_controls(item)).Concat(c.Controls.Cast<Control>()).Where(control =>
control.Name != string.Empty);
}
}

C# draw in panel and shift left the drawn objects

I'm drawing rectangles in a panel starting from the left side.
When I reach the right side of the panel I'd like to shift left the rectangles previously drawn to have the space to draw another one, and so on.
Which is the simplest way to do it?
I'm drawing using System.Drawings.Graphics.
I'm using Winforms. The code is:
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;
using System.Runtime.InteropServices;
namespace FFViewer
{
public partial class Form1 : Form
{
[DllImport("shlwapi.dll")]
public static extern int ColorHLSToRGB(int H, int L, int S);
int x=0;
int y=300;
int h = 0;
public Form1()
{
InitializeComponent();
}
private void button1_Click(object sender, EventArgs e)
{
panel_Paint();
x = x + 40;
h = h + 40;
if (h >= 240)
h = 0;
}
private void panel_Paint()
{
int val;
Color color;
val = ColorHLSToRGB(h, 128, 240);
Graphics g = panel1.CreateGraphics();
color = ColorTranslator.FromWin32(val);
SolidBrush sb = new SolidBrush( color );
g.FillRectangle(sb, x, y, 40, 100);
}
}
}
So, when I draw the latest rectangle on the right side, I'd like to shift left all the rectangles to leave the space to draw another one on the right side.
P.S. I don't have enough reputation to post images :(
Here's the "old school" way of doing it. This is basically what was done when a continuous graph of a real-time value needed to be displayed AND you didn't want to store the any of the values anywhere. This has severe limitations as it copies from the screen and the drawing will be erased the when window repaints itself. This first example is simply here to demonstrate the process, and is an extension of the way you created the initial blocks:
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
[DllImport("shlwapi.dll")]
public static extern int ColorHLSToRGB(int H, int L, int S);
int x = 0;
int width = 40;
int y = 300;
int height = 100;
int h = 0;
private void button1_Click(object sender, EventArgs e)
{
if (x + width > panel1.ClientSize.Width) // if drawing the next block would exceed the panel width...
{
// capture what's currently on the screen
Bitmap bmp = new Bitmap(x, height);
using (Graphics g = Graphics.FromImage(bmp))
{
g.CopyFromScreen(panel1.PointToScreen(new Point(0, y)), new Point(0, 0), bmp.Size);
}
// draw it shifted to the left
using (Graphics g = panel1.CreateGraphics())
{
g.DrawImage(bmp, new Point(-width, y));
}
// move x back so the new rectangle will draw where the last one was previously
x = x - width;
}
// draw the new block and increment values
panel_Paint();
x = x + width;
h = h + width;
if (h >= 240)
{
h = 0;
}
}
private void panel_Paint()
{
int val;
Color color;
val = ColorHLSToRGB(h, 128, 240);
color = ColorTranslator.FromWin32(val);
using (Graphics g = panel1.CreateGraphics())
{
using (SolidBrush sb = new SolidBrush(color))
{
g.FillRectangle(sb, x, y, width, height);
}
}
}
}
This could be fixed by creating a Bitmap of the correct size and drawing to that instead. Then you shift everything and draw the new block on the right side. Finally, you'd draw that Bitmap in the Paint() event. So this is doing the same thing as above except we aren't copying from the screen, and the panel will properly redraw itself when requested:
public partial class Form1 : Form
{
[DllImport("shlwapi.dll")]
public static extern int ColorHLSToRGB(int H, int L, int S);
int x = 0;
int width = 40;
int y = 300;
int height = 100;
int h = 0;
Bitmap bmp;
public Form1()
{
InitializeComponent();
this.Load += Form1_Load;
panel1.Paint += Panel1_Paint;
}
private void Form1_Load(object sender, EventArgs e)
{
int numBlocks = (int)(panel1.Width / width);
bmp = new Bitmap(numBlocks * width, height);
using (Graphics g = Graphics.FromImage(bmp))
{
g.Clear(panel1.BackColor);
}
}
private void Panel1_Paint(object sender, PaintEventArgs e)
{
if (bmp != null)
{
e.Graphics.DrawImage(bmp, new Point(0, y));
}
}
private void button1_Click(object sender, EventArgs e)
{
using (Graphics g = Graphics.FromImage(bmp))
{
if (x + width > bmp.Width) // if drawing the next block would exceed the bmp width...
{
g.DrawImage(bmp, new Point(-width, 0)); // draw ourself shifted to the left
x = x - width;
}
// draw the new block
int val;
Color color;
val = ColorHLSToRGB(h, 128, 240);
color = ColorTranslator.FromWin32(val);
using (SolidBrush sb = new SolidBrush(color))
{
g.FillRectangle(sb, x, 0, width, height);
}
}
x = x + width;
h = h + width;
if (h >= 240)
{
h = 0;
}
panel1.Invalidate(); // force panel1 to redraw itself
}
}
You should not use panel1.CreateGraphics(), but instead handle the Paint event of the panel, otherwise the rectangles might disappear, for instance after a popup appears in front of your form:
panel1.Paint += new PaintEventHandler(panel1_paint);
You'll need to paint all (visible) rectangles in the paint handler; you could keep a List<Rectangle> in your form to store the rectangles you have added:
private List<Rectangle> rectangles = new List<Rectangle>();
...
private void button1_Click(object sender, EventArgs e)
{
rectangles.Add(new Rectangle(x, y, width, height));
panel1.Invalidate(); // cause the paint event to be called
// todo increment x/y
}
Then, in the panel1_Paint handler you can simply draw the rectangles, after having called Graphics.TranslateTransform() to shift the whole drawing area:
private void panel1_Paint(object sender, PaintEventArgs e)
{
e.Graphics.TranslateTransform(-x, 0);
foreach (Rectangle rectangle in rectangles)
{
// paint em
}
e.Graphics.ResetTransform();
}

Fill Rectangle getting lost on form minimize

I use the following code to fill up a panel.But whenever i minimize the form, the filled up portion of the rectangle gets lost.
Any ideas what I'm doing wrong? Thanks
public static void populateTable(this Panel p, int x, int y)
{
Graphics g = p.CreateGraphics();
Brush b = new SolidBrush(Color.DarkCyan);
g.FillRectangle(b, x, y,100,40);
g.Dispose();
}
You need to repaint every time the panel repaints itself (For example when you restore the window from being minimized). The correct way to do this is use the Paint event and store the objects you need to draw in some form of collection and re-draw them every call.
public Form1()
{
InitializeComponent();
rectangles = new List<Rectangle>();
panel1.Paint += panel1_Paint;
}
public void PopuplateTable(int x, int y)
{
rectangles.Add(new Rectangle(x,y, 100, 40));
//Forces a redraw to happen.
panel1.Invalidate();
}
private List<Rectangle> rectangles;
void panel1_Paint(object sender, PaintEventArgs e)
{
foreach (var rectangle in rectangles)
{
using (var b = new SolidBrush(Color.DarkCyan))
{
e.Graphics.FillRectangle(b, rectangle);
}
}
}
Now this is not exactly the same as your current code, but it points you in the right direction so you can adapt your code to do the same. You may need to create a new class based on Panel to hold your PopulateTable call instead of using a extension method, if you do end up doing that you should override OnPaint instead of using the paint event.
class MyPanel : Panel
{
private Rectangle? paintedRectangle = null;
public void PopuplateTable(int x, int y)
{
paintedRectangle = new Rectangle(x, y, 100, 40);
}
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
if (paintedRectangle.HasValue)
{
using (var b = new SolidBrush(Color.DarkCyan))
{
e.Graphics.FillRectangle(b, paintedRectangle.Value);
}
}
}
}

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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