I am displaying two lines dynamically in form and want to move line vertically.
I tried to move using mousemove event but it's moving both lines together.
So is it possible to move dynamically added line individually on the form?
Here is my code
Graphics g;
int Y = 250;
public Form2()
{
InitializeComponent();
}
private void Form2_Load(object sender, EventArgs e)
{
}
private void Form2_Paint(object sender, PaintEventArgs e)
{
g = e.Graphics;
g.DrawLine(Pens.Red, new Point(0, Y), new Point(1500, Y));
g.DrawLine(Pens.LimeGreen, new Point(0, Y+50), new Point(1500, Y+50));
}
public void Form2_MouseMove(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Left)
{
Y = e.Location.Y;
Refresh();
}
}
Any input will be greatly appreciated.
You may use following code to solve your purpose.
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace TestWin
{
public partial class Form3 : Form
{
public Form3()
{
InitializeComponent();
this.DoubleBuffered = true;
this.Paint += new PaintEventHandler(LineMover_Paint);
this.MouseMove += new MouseEventHandler(LineMover_MouseMove);
this.MouseDown += new MouseEventHandler(LineMover_MouseDown);
this.MouseUp += new MouseEventHandler(LineMover_MouseUp);
this.Lines = new List<GraphLine>()
{
new GraphLine (10, 10, 100, 200),
new GraphLine (10, 150, 120, 40),
};
}
void LineMover_MouseUp(object sender, MouseEventArgs e)
{
if (Moving != null)
{
this.Capture = false;
Moving = null;
}
RefreshLineSelection(e.Location);
}
void LineMover_MouseDown(object sender, MouseEventArgs e)
{
RefreshLineSelection(e.Location);
if (this.SelectedLine != null && Moving == null)
{
this.Capture = true;
Moving = new MoveInfo
{
Line = this.SelectedLine,
StartLinePoint = SelectedLine.StartPoint,
EndLinePoint = SelectedLine.EndPoint,
StartMoveMousePoint = e.Location
};
}
RefreshLineSelection(e.Location);
}
void LineMover_Paint(object sender, PaintEventArgs e)
{
e.Graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.High;
e.Graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
foreach (var line in Lines)
{
var color = line == SelectedLine ? Color.Red : Color.Black;
var pen = new Pen(color, 2);
e.Graphics.DrawLine(pen, line.StartPoint, line.EndPoint);
}
}
void LineMover_MouseMove(object sender, MouseEventArgs e)
{
if (Moving != null)
{
Moving.Line.StartPoint = new PointF(Moving.StartLinePoint.X + e.X - Moving.StartMoveMousePoint.X, Moving.StartLinePoint.Y + e.Y - Moving.StartMoveMousePoint.Y);
Moving.Line.EndPoint = new PointF(Moving.EndLinePoint.X + e.X - Moving.StartMoveMousePoint.X, Moving.EndLinePoint.Y + e.Y - Moving.StartMoveMousePoint.Y);
}
RefreshLineSelection(e.Location);
}
private void RefreshLineSelection(Point point)
{
var selectedLine = FindLineByPoint(Lines, point);
if (selectedLine != this.SelectedLine)
{
this.SelectedLine = selectedLine;
this.Invalidate();
}
if (Moving != null)
this.Invalidate();
this.Cursor =
Moving != null ? Cursors.Hand :
SelectedLine != null ? Cursors.SizeAll :
Cursors.Default;
}
public List<GraphLine> Lines = new List<GraphLine>();
GraphLine SelectedLine = null;
MoveInfo Moving = null;
static GraphLine FindLineByPoint(List<GraphLine> lines, Point p)
{
var size = 10;
var buffer = new Bitmap(size * 2, size * 2);
foreach (var line in lines)
{
//draw each line on small region around current point p and check pixel in point p
using (var g = Graphics.FromImage(buffer))
{
g.Clear(Color.Black);
g.DrawLine(new Pen(Color.Green, 3), line.StartPoint.X - p.X + size, line.StartPoint.Y - p.Y + size, line.EndPoint.X - p.X + size, line.EndPoint.Y - p.Y + size);
}
if (buffer.GetPixel(size, size).ToArgb() != Color.Black.ToArgb())
return line;
}
return null;
}
public class MoveInfo
{
public GraphLine Line;
public PointF StartLinePoint;
public PointF EndLinePoint;
public Point StartMoveMousePoint;
}
public class GraphLine
{
public GraphLine(float x1, float y1, float x2, float y2)
{
this.StartPoint = new PointF(x1, y1);
this.EndPoint = new PointF(x2, y2);
}
public PointF StartPoint;
public PointF EndPoint;
}
}
}
Both of your lines take there position from the same variable Y (declared at the top of the source code) to do what you want you will need to firstly create a second variable to keep track of where the lines are individually.
Your second problem is going to be deciding which line you want to move perhaps alternating which line is moved based on which mouse button is down during Form2_MouseMove() .
Related
In paint event because i want to be able to control the dots size colors and more properties.
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
public partial class LoadingLabel : UserControl
{
public LoadingLabel()
{
InitializeComponent();
}
private void LoadingLabel_Paint(object sender, PaintEventArgs e)
{
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
e.Graphics.FillEllipse(Brushes.Red, 1, 1, 20, 20);
Thread.Sleep(1);
e.Graphics.FillEllipse(Brushes.Red, 1, 1, 0, 0);
Thread.Sleep(1);
}
}
I tried first to make a simple dot that is disappearing after some time and then show again but it's not working i see a red still dot(point).
later when this will work i want to make 3 dots animating like a loading animation.
This is what I've tried:
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
public partial class LoadingLabel : UserControl
{
private bool animate = false;
public LoadingLabel()
{
InitializeComponent();
timer1.Enabled = true;
}
private void LoadingLabel_Paint(object sender, PaintEventArgs e)
{
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
if (animate == false)
{
e.Graphics.FillEllipse(Brushes.Red, 1, 1, 20, 20);
}
else
{
e.Graphics.FillEllipse(Brushes.Red, 5, 1, 20, 20);
}
}
int count = 0;
private void timer1_Tick(object sender, EventArgs e)
{
count++;
if(count == 10 && animate == false)
{
animate = true;
}
if(count == 20 && animate)
{
animate = false;
count = 0;
}
this.Invalidate();
}
}
the result is the first point draw then the second point draw but the first one is gone:
it looks like the point is moving to the right and back to the left.
but i want a loading effect with 3 points. and not moving point.
This is working with 3 points but it looks too complicated for 3 points. and if i want 100 points?
maybe i should use a loop inside the paint event ?
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
public partial class LoadingLabel : UserControl
{
private int numofpoints = 0;
public LoadingLabel()
{
InitializeComponent();
timer1.Enabled = true;
}
private void LoadingLabel_Paint(object sender, PaintEventArgs e)
{
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
if(numofpoints == 0)
{
e.Graphics.FillEllipse(Brushes.Red, 1, 1, 20, 20);
}
if(numofpoints == 1)
{
e.Graphics.FillEllipse(Brushes.Red, 5, 1, 20, 20);
}
if(numofpoints == 2)
{
e.Graphics.FillEllipse(Brushes.Red, 10, 1, 20, 20);
}
}
int count = 0;
private void timer1_Tick(object sender, EventArgs e)
{
count++;
if(count == 10)
{
numofpoints = 0;
}
if(count == 20)
{
numofpoints = 1;
}
if(count == 30)
{
numofpoints = 2;
count = 0;
}
this.Invalidate();
}
}
Another update of what I've tried:
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
public partial class LoadingLabel : UserControl
{
private List<PointF> points = new List<PointF>();
public LoadingLabel()
{
InitializeComponent();
points.Add(new PointF(0, 0));
timer1.Enabled = true;
}
private void LoadingLabel_Paint(object sender, PaintEventArgs e)
{
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
for (int i = 0; i < points.Count; i++)
{
e.Graphics.FillEllipse(Brushes.Red, points[i].X, points[i].Y, 20, 20);
}
}
int count = 0;
private void timer1_Tick(object sender, EventArgs e)
{
count++;
if (count < 3)
{
points.Add(new PointF(count * 20, 0));
//points = new List<PointF>();
}
//this.Invalidate();
}
}
If i will make the instance in the tick event it will not draw anything. if i will use the Invalidate line it will make the points to be like blinking.
what i want is to create a loading effect animation.
the result as the code now is still 3 points, and i want to animate them like in the link.
Something like this:
Since, based on the image you have posted, you want to animate a series of Dots, where only the active one changes color, your UserControl can define Properties that allow to specify the number of Dots, the Color of a Dot and the Color of the active Dot.
A Timer can be used to change the current active Dot, so the paint procedure knows when to change the color of one of the Dots.
The UserControl is automatically resized when the number of Dots specified changes.
Also when the UserControl is first created, it sets its MinimumSize, so the Dots are always visible.
You can expand on this template, adding more features.
Note these lines in the Constructor of the UserControl:
components = new Container();
dotsTimer = new Timer(components) { ... };
This instructs the Timer Component to add itself to the Components of the Parent container, so when the Parent is disposed, the Timer is also disposed and its event handler(s) removed.
Setting DoubleBuffered = true; avoids flickering when the Dots are drawn.
Call the Start() method to start the animation and the Stop() method to, well, stop it.
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
public partial class LoadingLabel : UserControl {
private int m_NumberOfDots = 5;
private Color m_DotColor = Color.Cyan;
private Color m_DotActiveColor = Color.Blue;
private float dotSize = 20.0f;
private float dotSpacing = 20.0f;
private int currentDot = 0;
private Timer dotsTimer = null;
public LoadingLabel()
{
InitializeComponent();
components = new Container();
dotsTimer = new Timer(components) { Interval = 200 };
dotsTimer.Tick += DotsTimer_Tick;
DoubleBuffered = true;
Padding = new Padding(5);
}
[DefaultValue(5)]
public int NumberOfDots {
get => m_NumberOfDots;
set {
value = Math.Max(3, Math.Min(value, 7));
if (m_NumberOfDots != value) {
m_NumberOfDots = value;
bool running = dotsTimer.Enabled;
Stop();
SetMinSize();
if (running) Start();
}
}
}
[DefaultValue(typeof(Color), "Cyan")]
public Color DotColor {
get => m_DotColor;
set {
m_DotColor = value;
Invalidate();
}
}
[DefaultValue(typeof(Color), "Blue")]
public Color DotActiveColor {
get => m_DotActiveColor;
set {
m_DotActiveColor = value;
Invalidate();
}
}
protected override void OnPaint(PaintEventArgs e) {
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
for (int dot = 0; dot < m_NumberOfDots; dot++) {
var color = dot == currentDot ? DotActiveColor : DotColor;
var pos = Padding.Left + (dotSize + dotSpacing) * dot;
using (var brush = new SolidBrush(color)) {
e.Graphics.FillEllipse(brush, pos, Padding.Top, dotSize, dotSize);
}
}
base.OnPaint(e);
}
protected override void OnHandleCreated(EventArgs e) {
base.OnHandleCreated(e);
SetMinSize();
}
protected override void OnHandleDestroyed(EventArgs e) {
Stop();
base.OnHandleDestroyed(e);
}
private void DotsTimer_Tick(object sender, EventArgs e) {
currentDot += 1;
currentDot %= m_NumberOfDots;
Invalidate();
}
public void Start() => dotsTimer.Start();
public void Stop() {
dotsTimer.Stop();
currentDot = 0;
Invalidate();
}
private void SetMinSize() {
var width = Padding.Left + Padding.Right +
(dotSize * m_NumberOfDots) + (dotSpacing * (m_NumberOfDots - 1)) + 1;
var height = Padding.Top + Padding.Bottom + dotSize + 1;
MinimumSize = new Size((int)width, (int)height);
Size = MinimumSize;
}
}
This is how it works:
On demand, this is the PasteBin of the custom ComboBox Control used to select a Color.
A single call to the Paint method/event should draw the control as it is supposed to look at that instant. If you wish to add animation, you should make the control redraw itself repeatedly and use some internal state to keep track of the animation.
i am trying to make signature panel in c# windowsform application where input is from drawing tablet
my code as below this code working for line drawing not dot created.
So please suggest how dot and line both are create.
{
Graphics graphics;
Boolean cusorMoving = false;
Pen cursorPen;
int cursorX = -1;
int cursorY = -1;
public SignPad()
{
InitializeComponent();
graphics = panel2.CreateGraphics();
cursorPen = new Pen(Color.Black, 2);
graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
cursorPen.StartCap = System.Drawing.Drawing2D.LineCap.Round;
cursorPen.EndCap = System.Drawing.Drawing2D.LineCap.Round;
}
Mouse Down event
private void panel2_MouseDown(object sender, MouseEventArgs e)
{
cusorMoving = true;
cursorX = e.X;
cursorY = e.Y;
}
private void panel2_MouseUp(object sender, MouseEventArgs e)
{
cusorMoving = false;
cursorX = -1;
cursorY = -1;
}
Mouse Move event
private void panel2_MouseMove(object sender, MouseEventArgs e)
{
if (cursorX != -1 && cursorY != -1 && cusorMoving == true)
{
graphics.DrawLine(cursorPen, new Point(cursorX, cursorY), e.Location);
cursorX = e.X;
cursorY = e.Y;
}
}
You need to store individual points in a collection and draw them separately in the Paint handler. Every time you add a point to the collection, you also need to tell the panel to draw the area where the new segment was added. Something like this:
using System.Collections.Generic;
using System.Drawing;
namespace Lines
{
public partial class SignPad : Form
{
Pen cursorPen = SystemPens.ControlText;
List<Point> points = new List<Point>();
bool cursorMoving = false;
public SignPad()
{
InitializeComponent();
cursorPen = new Pen(Color.Black, 2);
cursorPen.StartCap = System.Drawing.Drawing2D.LineCap.Round;
cursorPen.EndCap = System.Drawing.Drawing2D.LineCap.Round;
}
private void panel2_Paint(object? sender, PaintEventArgs e)
{
var g = e.Graphics;
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
for (int i = 1; i < points.Count; ++i)
g.DrawLine(cursorPen, points[i - 1], points[i]);
}
private void panel2_MouseDown(object? sender, MouseEventArgs e)
{
if (!cursorMoving)
{
cursorMoving = true;
points.Clear();
points.Add(e.Location);
panel2.Invalidate();
}
}
private void panel2_MouseMove(object? sender, MouseEventArgs e)
{
if (cursorMoving && points.Count > 0)
{
var p = e.Location;
var q = points[points.Count - 1];
var r = Rectangle.FromLTRB(Math.Min(p.X, q.X), Math.Min(p.Y, q.Y), Math.Max(p.X, q.X), Math.Max(p.Y, q.Y));
r = Rectangle.Inflate(r, (int)cursorPen.Width, (int)cursorPen.Width);
points.Add(p);
panel2.Invalidate(r);
}
}
private void panel2_MouseUp(object? sender, MouseEventArgs e)
{
cursorMoving = false;
}
}
}
Don't forget to add the Paint handler the same way you added MouseMove, MouseDown and MouseUp handlers - in the Designer.
Before starting a project, I want to know beforehand whether the following would work.
The application creates a System.Drawing.Bitmap and paints on it.
The Bitmap is much larger than the PictureBox. The Height of the Bitmap and the PictureBox are the same. Now I would like to be able to move the Image from left to right within (along) the PictureBox by pressing the left mouse button and moving it.
See the drawing:
I just realized that I haven't answered yet, which I am trying to make up for.
As a solution, I use Jimi's solution. I've shortened the code here to meet my needs.
using System;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.IO;
using System.Windows.Forms;
namespace Zoom_an_image_from_the_mouse_location
{
public partial class FormMain : Form
{
public FormMain()
{
InitializeComponent();
string imagePath = "C:\\Users\\yourPath\\Pictures\\....jpeg";
drawingImage = (Bitmap)Image.FromStream(new MemoryStream(File.ReadAllBytes(imagePath)));
imageRect = new RectangleF(Point.Empty, drawingImage.Size);
canvas = new PictureBoxEx(new Size(525,700));
canvas.Location = new Point(10, 10);
canvas.MouseMove += this.canvas_MouseMove;
canvas.MouseDown += this.canvas_MouseDown;
canvas.MouseUp += this.canvas_MouseUp;
canvas.Paint += this.canvas_Paint;
this.Controls.Add(canvas);
}
private void FormMain_Load(object sender, EventArgs e)
{
this.BackColor = Color.FromArgb(174, 184, 177);
}
private void FormMain_FormClosing(object sender, FormClosingEventArgs e)
{
}
private float rotationAngle = 0.0f;
private float zoomFactor = 1.0f;
private RectangleF imageRect = RectangleF.Empty;
private PointF imageLocation = PointF.Empty;
private PointF mouseLocation = PointF.Empty;
private Bitmap drawingImage = null;
private PictureBoxEx canvas = null;
private void canvas_MouseDown(object sender, MouseEventArgs e)
{
if (e.Button != MouseButtons.Left) return;
mouseLocation = e.Location;
imageLocation = imageRect.Location;
canvas.Cursor = Cursors.NoMove2D;
}
private void canvas_MouseMove(object sender, MouseEventArgs e)
{
if (e.Button != MouseButtons.Left) return;
imageRect.Location =
new PointF(imageLocation.X + (e.Location.X - mouseLocation.X),
imageLocation.Y); //+ (e.Location.Y - mouseLocation.Y));
canvas.Invalidate();
}
private void canvas_MouseUp(object sender, MouseEventArgs e) =>
canvas.Cursor = Cursors.Default;
private void canvas_Paint(object sender, PaintEventArgs e)
{
var drawingRect = GetDrawingImageRect(imageRect);
using (var mxRotation = new Matrix())
using (var mxTransform = new Matrix())
{
e.Graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
e.Graphics.PixelOffsetMode = PixelOffsetMode.Half;
mxRotation.RotateAt(rotationAngle, GetDrawingImageCenterPoint(drawingRect));
mxTransform.Multiply(mxRotation);
e.Graphics.Transform = mxTransform;
e.Graphics.DrawImage(drawingImage, drawingRect);
}
}
#region Drawing Methods
public RectangleF GetScaledRect(RectangleF rect, float scaleFactor) =>
new RectangleF(rect.Location,
new SizeF(rect.Width * scaleFactor, rect.Height * scaleFactor));
public RectangleF GetDrawingImageRect(RectangleF rect) =>
GetScaledRect(rect, zoomFactor);
public PointF GetDrawingImageCenterPoint(RectangleF rect) =>
new PointF(rect.X + rect.Width / 2f, rect.Y + rect.Height / 2f);
#endregion
}
}
[DesignerCategory("Code")]
public class PictureBoxEx : PictureBox
{
public PictureBoxEx() : this(new Size(525, 700)) { }
public PictureBoxEx(Size size)
{
SetStyle(ControlStyles.Selectable | ControlStyles.UserMouse, true);
this.BorderStyle = BorderStyle.FixedSingle;
this.Size = size;
}
}
I'm using the answer from another StackOverflow thread here.
My situation is very similar, expect I'm drawing my Lines inside a PictureBox. I modified the above answer by adding a PictureBox to the constructor. I can see that the lines are drawn in my PictureBox, but it won't move.
Am I missing something really obvious here? I've tried a lot of different things, but nothing is working.
LineMover.cs
public class LineMover : Form
{
public LineMover(PictureBox pb)
{
this.DoubleBuffered = true;
pb.Paint += new PaintEventHandler(LineMover_Paint);
pb.MouseMove += new MouseEventHandler(LineMover_MouseMove);
pb.MouseDown += new MouseEventHandler(LineMover_MouseDown);
pb.MouseUp += new MouseEventHandler(LineMover_MouseUp);
this.Lines = new List<GraphLine>()
{
new GraphLine (10, 10, 100, 200),
new GraphLine (10, 150, 120, 40),
};
}
void LineMover_MouseUp(object sender, MouseEventArgs e)
{
if (Moving != null)
{
this.Capture = false;
Moving = null;
}
RefreshLineSelection(e.Location);
}
void LineMover_MouseDown(object sender, MouseEventArgs e)
{
RefreshLineSelection(e.Location);
if (this.SelectedLine != null && Moving == null)
{
this.Capture = true;
Moving = new MoveInfo
{
Line = this.SelectedLine,
StartLinePoint = SelectedLine.StartPoint,
EndLinePoint = SelectedLine.EndPoint,
StartMoveMousePoint = e.Location
};
}
RefreshLineSelection(e.Location);
}
void LineMover_Paint(object sender, PaintEventArgs e)
{
e.Graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.High;
e.Graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
foreach (var line in Lines)
{
var color = line == SelectedLine ? Color.Red : Color.Black;
var pen = new Pen(color, 2);
e.Graphics.DrawLine(pen, line.StartPoint, line.EndPoint);
}
}
void LineMover_MouseMove(object sender, MouseEventArgs e)
{
if (Moving != null)
{
Moving.Line.StartPoint = new PointF(Moving.StartLinePoint.X + e.X - Moving.StartMoveMousePoint.X, Moving.StartLinePoint.Y + e.Y - Moving.StartMoveMousePoint.Y);
Moving.Line.EndPoint = new PointF(Moving.EndLinePoint.X + e.X - Moving.StartMoveMousePoint.X, Moving.EndLinePoint.Y + e.Y - Moving.StartMoveMousePoint.Y);
}
RefreshLineSelection(e.Location);
}
private void RefreshLineSelection(Point point)
{
var selectedLine = FindLineByPoint(Lines, point);
if (selectedLine != this.SelectedLine)
{
this.SelectedLine = selectedLine;
this.Invalidate();
}
if (Moving != null)
this.Invalidate();
this.Cursor =
Moving != null ? Cursors.Hand :
SelectedLine != null ? Cursors.SizeAll :
Cursors.Default;
}
public List<GraphLine> Lines = new List<GraphLine>();
GraphLine SelectedLine = null;
MoveInfo Moving = null;
static GraphLine FindLineByPoint(List<GraphLine> lines, Point p)
{
var size = 10;
var buffer = new Bitmap(size * 2, size * 2);
foreach (var line in lines)
{
//draw each line on small region around current point p and check pixel in point p
using (var g = Graphics.FromImage(buffer))
{
g.Clear(Color.Black);
g.DrawLine(new Pen(Color.Green, 3), line.StartPoint.X - p.X + size, line.StartPoint.Y - p.Y + size, line.EndPoint.X - p.X + size, line.EndPoint.Y - p.Y + size);
}
if (buffer.GetPixel(size, size).ToArgb() != Color.Black.ToArgb())
return line;
}
return null;
}
//public static void Main()
//{
// Application.Run(new LineMover());
//}
}
public class MoveInfo
{
public GraphLine Line;
public PointF StartLinePoint;
public PointF EndLinePoint;
public Point StartMoveMousePoint;
}
public class GraphLine
{
public GraphLine(float x1, float y1, float x2, float y2)
{
this.StartPoint = new PointF(x1, y1);
this.EndPoint = new PointF(x2, y2);
}
public PointF StartPoint;
public PointF EndPoint;
}
And my Form1.cs
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
LineMover myLineMover = new LineMover(pictureBox1);
}
}
What i want is that if i drawed a rectangle on one of the items in the pictureBox next time i click the button it will display those items when i click on them in the listBox only the rectangles i drawed.
This is what i tried so far:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using System.IO;
using DannyGeneral;
using System.Diagnostics;
namespace MinimizeCapture
{
public partial class Form1 : Form
{
Point p1 = new Point(0, 0);
Rectangle recttest;
private Rectangle Rect;
private Rectangle[] rectangles;
private Rectangle RectClone;
private bool btn = false;
private Point RectStartPoint = Point.Empty;
private Point RectEndPoint = Point.Empty;
private Brush selectionBrush = new SolidBrush(Color.Red);
private Pen pen;
private string selectedIndex;
private List<string> drawnItems = new List<string>();
private bool ClearGraphics;
public Form1()
{
InitializeComponent();
var windows = OpenWindowGetter.FindWindowsWithText();
ClearGraphics = false;
this.DoubleBuffered = true;
btn = false;
pen = new Pen(selectionBrush);
buttonSnap.Enabled = false;
backgroundWorker1.RunWorkerAsync();
}
private void buttonSnap_Click(object sender, EventArgs e)
{
ClearGraphics = true;
this.listBoxSnap.Items.Clear();
this.pictureBoxSnap.Image = null;
backgroundWorker1.RunWorkerAsync();
}
private void CutRectangle()
{
for (int i = 0; i < rectangles.Length; i++)
{
if (!rectangles[i].IsEmpty)
{
}
}
}
private void listBoxSnap_SelectedIndexChanged(object sender, EventArgs e)
{
WindowSnap snap = this.listBoxSnap.SelectedItem as WindowSnap;
selectedIndex = this.listBoxSnap.SelectedIndex.ToString();
this.pictureBoxSnap.Image = snap.Image;
for (int i = 0; i < rectangles.Length; i++)
{
if (rectangles[i] != RectClone)
{
ClearGraphics = false;
}
else
{
ClearGraphics = true;
}
}
}
private void checkBoxForceMDI_CheckedChanged(object sender, EventArgs e)
{
WindowSnap.ForceMDICapturing = (sender as CheckBox).Checked;
}
private void backgroundWorker1_DoWork(object sender, DoWorkEventArgs e)
{
listBoxSnap.Invoke(new MethodInvoker(delegate { this.listBoxSnap.Items.Add("Minimized Windows"); }));
listBoxSnap.Invoke(new MethodInvoker(delegate { this.listBoxSnap.Items.AddRange(WindowSnap.GetAllWindows(true,true).ToArray()); }));
}
private void backgroundWorker1_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
}
private void backgroundWorker1_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
rectangles = new Rectangle[listBoxSnap.Items.Count];
buttonSnap.Enabled = true;
}
private void pictureBoxSnap_Paint(object sender, PaintEventArgs e)
{
if (pictureBoxSnap.Image != null)
{
{
if (ClearGraphics == false)
{
if (rectangles[listBoxSnap.SelectedIndex] != Rectangle.Empty)
{
e.Graphics.DrawRectangle(Pens.Firebrick, rectangles[listBoxSnap.SelectedIndex]);
}
if (recttest.Width > 10 && recttest.Height > 10)
e.Graphics.DrawRectangle(Pens.Firebrick, recttest);
}
}
}
}
private void pictureBoxSnap_MouseMove(object sender, MouseEventArgs e)
{
if (btn == true)
{
ClearGraphics = false;
RectEndPoint = e.Location;
int currentindex = listBoxSnap.SelectedIndex;
rectangles[currentindex] = RectClone;
Rect = getRect(RectStartPoint, RectEndPoint);
RectClone = Rect;
pictureBoxSnap.Invalidate();
}
}
private void pictureBoxSnap_MouseDown(object sender, MouseEventArgs e)
{
RectStartPoint = e.Location;
btn = true;
Rect = Rectangle.Empty;
RectClone = Rectangle.Empty;
p1 = e.Location;
}
private void pictureBoxSnap_MouseUp(object sender, MouseEventArgs e)
{
recttest = rectangles[listBoxSnap.SelectedIndex];
ClearGraphics = false;
btn = false;
RectEndPoint = e.Location;
pictureBoxSnap.Invalidate();
int currentindex = listBoxSnap.SelectedIndex;
rectangles[currentindex] = RectClone;
if (e.Location.X > p1.X)
{
recttest.X = p1.X;
recttest.Width = e.Location.X - p1.X;
}
else
{
recttest.X = e.Location.X;
recttest.Width = p1.X - e.Location.X;
}
//Top and Height
if (e.Location.Y > p1.Y)
{
recttest.Y = p1.Y;
recttest.Height = e.Location.Y - p1.Y;
}
else
{
recttest.Y = e.Location.Y;
recttest.Height = p1.Y - e.Location.Y;
}
if (recttest.Width > 10 && recttest.Height > 10)
pictureBoxSnap.Invalidate();
}
Rectangle getRect(Point p1, Point p2)
{
Point p = new Point(Math.Min(p1.X, p2.X), Math.Min(p1.Y, p2.Y));
Size s = new Size(Math.Abs(p1.X - p2.X), Math.Abs(p1.Y - p2.Y));
return new Rectangle(p, s);
}
private void ConfirmRectangle_Click(object sender, EventArgs e)
{
ConfirmRectangle.ForeColor = Color.Red;
ConfirmRectangle.Enabled = false;
StreamWriter w = new StreamWriter(#"c:\temp\Settings.txt", true);
w.WriteLine("Rectangle Location: " + RectClone.Location + " Rectangle Size: " + RectClone.Size + " Selected Index: " + selectedIndex);
textBoxIndex.Text = selectedIndex.ToString();
w.Close();
pictureBoxSnap.Image = CropImage();
}
private Bitmap CropImage()
{
Bitmap pic = pictureBoxSnap.Image as Bitmap;
Bitmap cropped = new Bitmap(recttest.Width, recttest.Height);
using (Graphics g = Graphics.FromImage(cropped))
{
g.DrawImage(pic, new Rectangle(0, 0, recttest.Width, recttest.Height),
recttest, GraphicsUnit.Pixel);
}
return cropped;
}
}
}
For the test i called the rectangle variable recttest.
In the mouse up event i'm getting the rectangle i drawed in the current selected item in the listBox.
I can't upload here images but what i get is when i click the ConfirmRectangle button i see the the rectangle i drawed in the pictureBox the same as it was and the image in the pictureBox get resize get very very big from the inside like it was zoom in.
Instead what i wanted to get is the part of the image in the pictureBox that was marked/drawed by the rectangle. Like the rectangle is the border so when i click on the ConfirmRectangle i will see the part of the image was in the pictureBox in the rectangle and only this all the rest should not be shown.
I should see rectangle with inside the part of the image. Not to resize or zoom in the image only to cut the part was marked/drawn on by the rectangle.
try following method.
Boolean bHaveMouse;
Point ptOriginal = new Point();
Point ptLast = new Point();
private void pictureBox_MouseDown(object sender, MouseEventArgs e)
{
bHaveMouse = true;
// Store the "starting point" for this rubber-band rectangle.
ptOriginal.X = e.X;
ptOriginal.Y = e.Y;
// Special value lets us know that no previous
// rectangle needs to be erased.
ptLast.X = -1;
ptLast.Y = -1;
}
// Convert and normalize the points and draw the reversible frame.
private void MyDrawReversibleRectangle(Point p1, Point p2)
{
Rectangle rc = new Rectangle();
// Convert the points to screen coordinates.
p1 = pictureBox.PointToScreen(p1);
p2 = pictureBox.PointToScreen(p2);
// Normalize the rectangle.
if (p1.X < p2.X)
{
rc.X = p1.X;
rc.Width = p2.X - p1.X;
}
else
{
rc.X = p2.X;
rc.Width = p1.X - p2.X;
}
if (p1.Y < p2.Y)
{
rc.Y = p1.Y;
rc.Height = p2.Y - p1.Y;
}
else
{
rc.Y = p2.Y;
rc.Height = p1.Y - p2.Y;
}
// Draw the reversible frame.
rect = new Rectangle(pictureBox.PointToClient(rc.Location), rc.Size);
ControlPaint.DrawReversibleFrame(rc, Color.Gray, FrameStyle.Dashed);
}
Rectangle rect = Rectangle.Empty;
private void pictureBox_MouseUp(object sender, MouseEventArgs e)
{
// Set internal flag to know we no longer "have the mouse".
bHaveMouse = false;
// If we have drawn previously, draw again in that spot
// to remove the lines.
if (ptLast.X != -1)
{
Point ptCurrent = new Point(e.X, e.Y);
MyDrawReversibleRectangle(ptOriginal, ptLast);
}
// Set flags to know that there is no "previous" line to reverse.
ptLast.X = -1;
ptLast.Y = -1;
ptOriginal.X = -1;
ptOriginal.Y = -1;
pictureBox.Invalidate();
}
private void pictureBox_Paint(object sender, PaintEventArgs e)
{
if (rect.Width > 10 && rect.Height > 10)
{
e.Graphics.DrawRectangle(Pens.Gray, rect);
pictureBox1.Image = CropImage();
}
}
private Bitmap CropImage()
{
Bitmap pic = pictureBox.Image as Bitmap;
Bitmap cropped = new Bitmap(rect.Width, rect.Height);
using (Graphics g = Graphics.FromImage(cropped))
{
g.DrawImage(pic, new Rectangle(0, 0, rect.Width, rect.Height),
rect, GraphicsUnit.Pixel);
}
return cropped;
}
private void pictureBox_MouseMove(object sender, MouseEventArgs e)
{
Point ptCurrent = new Point(e.X, e.Y);
// If we "have the mouse", then we draw our lines.
if (bHaveMouse)
{
// If we have drawn previously, draw again in
// that spot to remove the lines.
if (ptLast.X != -1)
{
MyDrawReversibleRectangle(ptOriginal, ptLast);
}
// Update last point.
ptLast = ptCurrent;
// Draw new lines.
MyDrawReversibleRectangle(ptOriginal, ptCurrent);
}
}
Output
I am using ControPaint.DrawReversibleFrame method to draw rubber band. To read more about this method u can refere this tutorial