I am trying to click on items in the listview. Is there a way to do this? I would like to click on each one individually (and from that action, write to hardware, change the on/off indication (bold font), and update the hex value for that register.
I've found how to click on the columns via msdn, but I cannot figure out how to click on the items. http://msdn.microsoft.com/en-us/library/system.windows.forms.listview.oncolumnclick
I don't have much experience, but it seems like I should be able to interface from Control.Onclick somehow: http://msdn.microsoft.com/en-us/library/system.windows.forms.control.onclick(v=vs.110).aspx
Try this Code.
Handle the ListView_MouseUp event and write down the following code.
private void listView1_MouseUp(object sender, MouseEventArgs e)
{
if (listView1.View != View.Details)
return;
int rowIndex = getRowIndex(e.Location);
if (rowIndex == -1)
return ;
int columnIndex = getColumnIndex(e.Location);
if (columnIndex > -1)
OnCellClick(rowIndex, columnIndex);
}
Now, create the method to get the Column Index according to mouse position. This method will find the column index according to mouse position.
private int getColumnIndex(Point p)
{
Rectangle r = Rectangle.Empty;
r = Rectangle.Empty;
for (int i = 0; i < listView1.Columns.Count; i++)
{
r = new Rectangle(r.X + r.Width, 0, listView1.Columns[i].Width, listView1.Height);
if (r.Contains(p))
return i;
}
return -1;
}
Create another method to get the Row Index according to mouse position. This method will find the row index according to mouse position and it will set the FocusedItem property of ListView. So, you can get the focus on the clicked item.
private int getRowIndex(Point p)
{
Rectangle r = Rectangle.Empty;
for (int i = 0; i < listView1.Items.Count; i++)
{
Rectangle r1 = listView1.GetItemRect(i);
r = new Rectangle(0, r1.Top, listView1.Width, r1.Height);
if (r.Contains(p))
{
listView1.FocusedItem = listView1.Items[i];
return i;
}
}
return -1;
}
This is the method that you need to handle. Your code to get the value from ListView cell will be written in this method.
private void OnCellClick(int RowIndex, int ColumnIndex)
{
MessageBox.Show("Column : " + ColumnIndex.ToString() + ", Row: " + RowIndex.ToString());
}
I know there is no need to create method to get the RowIndex. We can get the Item directly from location by using GetItemAt(x,y) method. But, this method only works when you have set the FullRowSelect to true otherwise you will get null when the mouse position is on subitem.
Related
I've been trying to create connect 4 (the game) in windows forms applications in C# but I'm kinda struggling to create a method so the coins actually drop and not stay were the user clicks. Also I don't know where should I place the win condition method. Here is my code so far:
namespace ConnectFour
{
public partial class Form1 : Form
{
Button[] gameButtons = new Button[42]; //array of buttons for markers(red and blue)
bool blue = true; //blue is set to true if the next marker is to be a blue
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
this.Text = "Connect 4";
this.BackColor = Color.BlanchedAlmond;
this.Width = 500;
this.Height = 500;
for (int i = 0; i < gameButtons.Length; i++)
{
int index = i;
this.gameButtons[i] = new Button();
int x = 50 + (i % 7) * 50;
int y = 50 + (i / 7) * 50;
this.gameButtons[i].Location = new System.Drawing.Point(x, y);
this.gameButtons[i].Name = "btn" + (index + 1);
this.gameButtons[i].Size = new System.Drawing.Size(50, 50);
this.gameButtons[i].TabIndex = i;
//this.gameButtons[i].Text = Convert.ToString(index);
this.gameButtons[i].UseVisualStyleBackColor = true;
this.gameButtons[i].Visible = true;
gameButtons[i].Click += (sender1, ex) => this.buttonHasBeenPressed(sender1, index);
this.Controls.Add(gameButtons[i]);
}
}
private void buttonHasBeenPressed(object sender, int i)
{
if (((Button)sender).BackColor == Color.BlanchedAlmond)
{
if (blue == true)
{
((Button)sender).BackColor = Color.Red;
}
else
{
((Button)sender).BackColor = Color.Blue;
}
blue = !blue;
}
}
private void fourInARow(int a, int b, int c,int d)
{
if (gameButtons[a].BackColor == gameButtons[b].BackColor && gameButtons[a].BackColor == gameButtons[c].BackColor && gameButtons[a].BackColor==gameButtons[d].BackColor)
{
if (gameButtons[a].BackColor == Color.Blue)
{
MessageBox.Show("the winner is player 1");
}
else
{
MessageBox.Show("the winner is player 2");
}
}
}
}
}
You've probably figured it out by now, but what I would do is take a look at the BackColor of each Button below the one the user pressed until we either hit the bottom row or we find a Button that doesn't have a "BlanchedAlmond" BackColor, and then that's the one we change.
To find a Button directly below another one, we just look at the Button with an Index of 7 more than the current Index. And since we pass the Button object's index in the index argument to our function, we can use that.
Here's a commented code example:
private void ButtonHasBeenPressed(object sender, int index)
{
// Get the button that the user pressed
var pressedButton = (Button)sender;
// Only do something if they clicked a "neutral" button
if (pressedButton.BackColor == Color.BlanchedAlmond)
{
// The backcolor will be set based on whether or not blue is true or false
var newBackColor = blue ? Color.Red : Color.Blue;
// Get the index of the button that the user clicked
var buttonToChangeIndex = index;
// From where the user clicked, look down at each button below (index + 7)
// until we find the last button that has a BlanchedAlmond backcolor
while (buttonToChangeIndex + 7 < gameButtons.Count() &&
gameButtons[buttonToChangeIndex + 7].BackColor == Color.BlanchedAlmond)
{
buttonToChangeIndex += 7; // Set to the index to point to this button
}
// Now we set that button's backcolor
gameButtons[buttonToChangeIndex].BackColor = newBackColor;
// Flip our blue flag
blue = !blue;
}
}
The fact that you use a one-dimensional array to hold the buttons makes things a little more difficult. Since the layout of this “connect four” game is two-dimensional, it would seem logical to make a two-dimensional array. This will help facilitate the “Drop” in a column. Your current code will need to translate which cells in the one-dimensional array make up a column, namely the one the user clicked.
The code below solves this “Dropping” issue by using a two-dimensional array with a method that gets the ROW index of the next available space in a given column. This method returns the next available open slot index in the given column starting at the bottom and going up or returns -1 if the column is full.
You should seriously consider making a class of tokens/markers/buttons, then another Class that is a game board for these tokens. The logic to see if there are 4 consecutive colors horizontally, vertically and diagonally could possibly be complex. However, this logic would fit perfectly towards a GameBoard Object. In addition, the “GameBoard” object could keep track of all the moves etc…
This will greatly free up your code to focus on the visual aspects of the form and not worry about the logic of the game. I hope this makes sense.
Button[,] gameButtons = new Button[7,6]; //array of buttons for markers(red and blue)
bool blue = true; //blue is set to true if the next marker is to be a blue
public Form1() {
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e) {
this.Text = "Connect 4";
this.BackColor = Color.BlanchedAlmond;
this.Width = 500;
this.Height = 500;
int x;
int y;
for (int row = 0; row < gameButtons.GetLength(0); row++) {
x = 50 + (row % 7) * 50;
for (int col = 0; col < gameButtons.GetLength(1); col++) {
y = 50*col + 50;
Button newButton = new Button();
newButton.Location = new System.Drawing.Point(x, y);
newButton.Name = "btn" + (row + col + 1);
newButton.Size = new System.Drawing.Size(50, 50);
newButton.TabIndex = row + col;
newButton.UseVisualStyleBackColor = true;
newButton.Visible = true;
newButton.Click += (sender1, ex) => this.buttonHasBeenPressed(sender1);
gameButtons[row, col] = newButton;
Controls.Add(gameButtons[row,col]);
}
}
}
private void buttonHasBeenPressed(object sender) {
Button buttonClicked = (Button)sender;
int col = buttonClicked.Location.X / 50 - 1;
int targetRow = GetButtonRow(col);
if (targetRow >= 0) {
if (blue == true) {
gameButtons[col, targetRow].BackColor = Color.Red;
} else {
gameButtons[col, targetRow].BackColor = Color.Blue;
}
blue = !blue;
}
}
public int GetButtonRow(int colIndex) {
Button curButton;
for (int row = gameButtons.GetLength(1) - 1; row >= 0; row--) {
curButton = gameButtons[arrayColIndex, row];
if (curButton.BackColor != Color.Red && curButton.BackColor != Color.Blue) {
return row;
}
}
return -1;
}
I have a WinForms application where a number of lines are drawn in a TeeChart component. It is requested that it shall be possible to delete a line by right-clicking it.
Everything works fine, the clickseries event is captured and so on, but the user finds it difficult to hit the line on right click. The question is, is it possible to increase the region where the Line/FastLine object is sensible for clicking? That is, make the line wider without drawing the line any wider on the screen.
Tnx in advance
Yes, this is possible. The key to achieve that is PointInLineTolerance method. To achieve what you request you can combine it with NearestPoint's tool GetNearestPoint method as shown in this example:
public Form1()
{
InitializeComponent();
InitializeChart();
}
private void InitializeChart()
{
tChart1.Aspect.View3D = false;
tChart1.Series.Add(new Steema.TeeChart.Styles.Line()).FillSampleValues();
tChart1.MouseMove += TChart1_MouseMove;
}
private void TChart1_MouseMove(object sender, MouseEventArgs e)
{
var nearestPoint = new Steema.TeeChart.Tools.NearestPoint(tChart1[0]);
nearestPoint.Active = false;
var p = new Point(e.X, e.Y);
var index = nearestPoint.GetNearestPoint(p);
if (index != -1)
{
const int tolerance = 10;
var px = tChart1[0].CalcXPos(index);
var py = tChart1[0].CalcYPos(index);
var index2 = (index == tChart1[0].Count - 1) ? index - 1 : index + 1;
var qx = tChart1[0].CalcXPos(index2);
var qy = tChart1[0].CalcYPos(index2);
if (Steema.TeeChart.Drawing.Graphics3D.PointInLineTolerance(p, px, py, qx, qy, tolerance))
{
tChart1.Header.Text = "point " + index.ToString() + " clicked";
}
else
{
tChart1.Header.Text = "No point";
}
}
An alternative could be using an invisible fake series with same data as the original series.
I have been attempting to understand the tiled listView in c#.net for weeks now with no succession.
I have shrunk my form's height/width (154x154) to the same tile size as the picture(s) (items with pictures) in my listView (which is docked in the form2); when my form2 is shown, you see item[0] in the listView...that is it! (which I want so far, so good!)
I have set the scrollable property to false to do away with both scrollbars (works perfectly fine so far...)
I have hooked both the left and right arrow keys GLOBALLY (which works as it has been thoroughly debugged) and when clicking the RIGHT arrow key, it should VERTICALLY bring up item[1], and so fourth.
The LEFT arrow key would bring up the previous item till it hits 0.
I have tried the following, but it does NOTHING.
private void HotkeyHandler(int i)
{
{
if (this.listView1.InvokeRequired)
{
SetHotkeyCallback p = new SetHotkeyCallback(HotkeyHandler);
this.Invoke(p, new object[] { i });
}
else
{
switch (i)
{
case 1:
listView1.View = View.List;
if (listView1.TopItem.Index > 0)
{
listView1.TopItem = listView1.Items[listView1.TopItem.Index - 1];
}
listView1.View = View.Tile;
break;
case 2:
listView1.View = View.List;
if (listView1.TopItem.Index < listView1.Items.Count)
{
listView1.TopItem = listView1.Items[listView1.TopItem.Index + 1];
}
listView1.View = View.Tile;
break;
}
}
}
}
Please help me, I been loosing my mind for weeks now.
EDIT: The switch within the function above does go off, I have debugged it; therefore, it is not the invoking that is the problem...
I don't think you can do it directly.
The way to get rid of the ScrollBars is indeed to set Scrollable = false;.
But that means what it says: Now the ListView will not scroll.
Here is a common workaround for many scrolling issues:
Place the Listview in a Panel and make it as large as needed to show all Items.
Then in order to scroll simply move the LV up and down:
private void prepare_Click_1(object sender, EventArgs e)
{
// we sit inside a Panel
listView1.Parent = panel1;
// initially they have the same size
listView1.Size = panel1.Size;
listView1.Location = Point.Empty;
// a few test items
for (int i = 0; i < 100; i++)
listView1.Items.Add("Item " + i);
// now grow the height to display all items:
int cols = listView1.Width / listView1.TileSize.Width;
listView1.Height = (listView1.Items.Count / cols) * listView1.TileSize.Height;
}
// moving the LV up looks like scrolling down..
private void scrollDown_Click(object sender, EventArgs e)
{
listView1.Top -= listView1.TileSize.Height;
if (listView1.Bottom < panel1.Height)
listView1.Top = -listView1.Height + panel1.Height;
}
// moving the LV down looks like scrolling up..
private void scrollUp_Click_1(object sender, EventArgs e)
{
listView1.Top += listView1.TileSize.Height;
if (listView1.Top > 0) listView1.Top = 0;
}
I have a ListView (auftraegeView). Of this ListView I whish to change the FontSize of its Items through Ctrl + MouseWheel aka. a simple zoom like in excel or a browser.
In the form's ctor I subscribed my method to the event
this.MouseWheel += scrollZoom;
My EventHandler calculates the new FontHeight and applies it, if it doesn't exceed the bounds. The RowHeight is always kept a little bigger, finally I resize the columns so the zoom also works on the horizontal scale.
private void scrollZoom(object sender, MouseEventArgs e)
{
if(Control.ModifierKeys != Keys.Control)
return;
int currFontHeight = ListViewFontHeight;
int delta = (e.Delta)/120;
int newFontHeight = currFontHeight + delta;
if(newFontHeight < 1 || newFontHeight > 150)
return;
ListViewFontHeight = newFontHeight;
ListViewRowHeight = ListViewFontHeight + 4;
auftraegeView.AutoResizeColumns(ColumnHeaderAutoResizeStyle.ColumnContent);
}
ListViewFontHeight gets the Font.Height of the first Item. (Value is identical across all Items, so the first is as good as any.)
The set is where the issue seems to be (see below). My idea is that I just go through each Item and change the Font.
private int ListViewFontHeight
{
get { return auftraegeView.Items[0].Font.Height; }
set
{
foreach (ListViewItem line in auftraegeView.Items)
{
line.Font = new Font(line.Font.FontFamily, value);
}
}
}
ISSUE / QUESTION
Regardless of the direction I scroll in, the FontSize only increases till it hits the ceiling. The rest works fine (setting ListViewRowHeight, detecting the event at all,...).
What might be causing this?
Try this:
delta = (e.Delta > 0? 1 : -1);
to be on the safe side for different mouse settings.
This works for me:
float delta = (e.Delta > 0 ? 2f : -2f);
listView1.Font = new Font (listView1.Font.FontFamily, listView1.Font.Size + delta);
Found it myself:
In the ListViewFontHeight - property the get accessor used Item.Font.Height instead of Item.Font.Size
private int ListViewFontHeight
{
get { return (int)auftraegeView.Items[0].Font.Size; } //works now
I have a TableLayoutPanel and I want to add a control to the cell that I click on.
The problem is that I can't determine the cell that I click on at run time.
How do I determine the cell being clicked on?
You can use GetColumnWidths and GetRowHeights methods to calculate the cell row and column index:
Point? GetRowColIndex(TableLayoutPanel tlp, Point point)
{
if (point.X > tlp.Width || point.Y > tlp.Height)
return null;
int w = tlp.Width;
int h = tlp.Height;
int[] widths = tlp.GetColumnWidths();
int i;
for (i = widths.Length - 1; i >= 0 && point.X < w; i--)
w -= widths[i];
int col = i + 1;
int[] heights = tlp.GetRowHeights();
for (i = heights.Length - 1; i >= 0 && point.Y < h; i--)
h -= heights[i];
int row = i + 1;
return new Point(col, row);
}
Usage:
private void tableLayoutPanel1_Click(object sender, EventArgs e)
{
var cellPos = GetRowColIndex(
tableLayoutPanel1,
tableLayoutPanel1.PointToClient(Cursor.Position));
}
But notice that the click event only is raised if the cell does not already contain a control.
This worked for me:
public TableLayoutPanel tableLayoutPanel { get; set; }
private void Form_Load(object sender, EventArgs e)
{
foreach (Panel space in this.tableLayoutPanel.Controls)
{
space.MouseClick += new MouseEventHandler(clickOnSpace);
}
}
public void clickOnSpace(object sender, MouseEventArgs e)
{
MessageBox.Show("Cell chosen: (" +
tableLayoutPanel.GetRow((Panel)sender) + ", " +
tableLayoutPanel.GetColumn((Panel)sender) + ")");
}
Note that my tableLayoutPanel is declared globally so that I can just use it without having to pass it to each function. Also, both the tableLayoutPanel and each Panel within it are created completely programatically elsewhere (my form [design] is completely blank).
My answer is based on #Mohammad Dehghan's answer above but has a couple of advantages:
It now takes into account vertical scrolling
The columns are in the correct order (starts at i=0 instead of i=length), meaning columns of different widths or heights are processed in the correct order
Here is the updated version of the code:
public Point? GetIndex(TableLayoutPanel tlp, Point point)
{
// Method adapted from: stackoverflow.com/a/15449969
if (point.X > tlp.Width || point.Y > tlp.Height)
return null;
int w = 0, h = 0;
int[] widths = tlp.GetColumnWidths(), heights = tlp.GetRowHeights();
int i;
for (i = 0; i < widths.Length && point.X > w; i++)
{
w += widths[i];
}
int col = i - 1;
for (i = 0; i < heights.Length && point.Y + tlp.VerticalScroll.Value > h; i++)
{
h += heights[i];
}
int row = i - 1;
return new Point(col, row);
}
Nick's answer was the best solution, except that it can be made generic for TableLayoutPanels that contain different kinds of controls in the cells. Just change the explicit "Panel" type to "Control":
public TableLayoutPanel tableLayoutPanel { get; set; }
private void Form_Load(object sender, EventArgs e)
{
foreach (Control c in this.tableLayoutPanel.Controls)
{
c.MouseClick += new MouseEventHandler(ClickOnTableLayoutPanel);
}
}
public void ClickOnTableLayoutPanel(object sender, MouseEventArgs e)
{
MessageBox.Show("Cell chosen: (" +
tableLayoutPanel.GetRow((Control)sender) + ", " +
tableLayoutPanel.GetColumn((Control)sender) + ")");
}
This works great and doesn't require doing coordinate math to find which cell was clicked.