How to rotate custom control in Windows Forms - c#

I need to rotate my custom control in Windows Form using C# without using third-party libraries.
Don't want to either rotate the text or image of control instead actually need to entirely rotate control.

From here:Is it possible to rotate a button control in WinForms?
5 up vote accepted
You can't rotate controls. That's simply not supported by the native API controls that WinForms uses.
And one might wonder why it even should be supported. What could you possibly be trying to do that you'd need to rotate a button control? It would be much easier to draw it in a different place with a different shape in the first place, rather than trying to rotate an existing control. (Do note that you can also resize and reposition a control at run-time, if that would fit your needs. Investigate the Size and Location properties.)
The only workaround is to draw the control's image to a bitmap, hide the control, and draw the bitmap onto the form in the location you want it to appear. Of course, that won't result in a control that the user can interact with. They won't be able to click an image of a button, because it's not a real button. If that's acceptable to you, you should probably be using an image in the first place, rather than a button.

It is possible if you can get control of the painting, but you have to do a lot of the work yourself. Basically it all occurs on painting. A good example demonstrating how to do it is the Dock Panel Suite for WinForms.
In the VS2005AutoHideStrip (found here), there is a GetTransformedRectangle method that uses a System.Drawing.Drawing2D.Matrix class to rotate a rectangle.
It also sets the Transform property on the Graphics class, which will apply transformations automatically when you ask for something to be painted.
I advise reviewing this code for examples, it does it to draw docked tab strips down the sides of the page as opposed to top / bottom.
Some controls like TextBox are funny in that they borrow heavily from low-level Win32 libraries in their painting / behaviour, I've no idea if it is possible to get enough control to rotate this.

It is not possible to rotate controls. This is not supported by WinForms' controls API.
As you are dealing with a custom control, try simply redrawing it to suit your purposes.

I am pretty sure you can not perform this in windows forms at least not easily. However you can perform this in WPF and then bring WPF to your windows Form if you are looking for cool designs or even special effects to your controls.
This is FAR more easily done in WPF. In Windows Form, it's a huage pain to pull off.
Hope this help

Related

Ways to create a dynamic technical drawing inside a Win Forms Application

I've got a c#, .net 4, mdi Windows Forms application which configurates a product. The product is one of a kind, it always looks different but similar.
I would like to create a simple technical 2D drawing which is created and shown based on the user input. My idea is, that the user enters the product data in one mdi form and the drawing is shown in another mdi form. The drawing should be created in its own thread, so the user does not have to wait for it.
About the drawing:
It should contain lines and rectangles with different colors, filled and unfilled. Some lines/rectangles have text information next to it, f.e. to show the dimensions or a name.
I am not sure which way i should go to create the drawing. My first ideas were to use Microsoft Visio Drawing Control or just to draw on a Form. But i am not sure if thats really the way to go.
I am grateful for any suggestions. Are there any other good libraries for simple 2D technical drawings? Is Visio or Windows.Drawing the way to go? Any other ideas?
/edit: example drawing:
/edit2: it would be useful, to highlight shapes programmatically. Also useful would be a shape mouse over event.
I used WPF as suggested and host it in ElementHost. It works pretty good, polygons have mouseover events, so you can highlight/select them and show detailed information about a linked object.
There are lot of tutorials to get started with drawing polygons and stuff. A bit more tricky was to implement zoom and drag features. Therefore i found this example which i can highly recommend: WPF simple zoom and drag support in a ScrollViewer

How to accomplish different states of view in WPF Apps

I have an idea for a personal project. And I know one way of accomplishing it in Windows Forms (which I no longer wish to use). Basically I could (in WinForms) just draw everything onto the screen (Form) and then when I need to switch views/states of the application, just redraw the new stuff in the old stuff's place.
But how can we have different states in WPF? Is there a "right" or "proper" way of doing this? Is something like this covered somewhere in the docs?
I'd like to do my own searching, but I have no idea what exactly to look for, and current attempts at finding the right information, so far have yielded no helpful (or even relevant) results.
Any help at all will be greatly appreciated. I am new to WPF, but have been making a lot of progress this past week!
Thank you!
P.S.:
I just thouhght of something. If the solution was to draw what is needed for one screen, and when it is time to display the next screen, just dispose of/hide everything and create/display the new stuff, then how would we get around this? Because we can't/shouldn't change XAML markup at runtime, can/should we? :/
Not sure how you drawn your views/states in WinForms (direct painting on a Graphics object?).
The closest to what you're describing is the VisualStateManager. You can use it to statically define several visual states inside a single XAML and transit between them (using a smooth animation if you want).
If what you've done was show different Forms with Show/ShowDialog(), then the equivalent would be to use different Windows and Show/Hide them.
If you just cleared/added Controls to your form, then you can do just the same in WPF. Most Controls in WPF have a Content or Children property instead of Control.Controls in Forms.
I don't know if I understand what you really want. But here are my thoughts:
You can use several Windows and Show/Hide them accordingly
You can use the Frame/Page functionality in WP (MSDN)
if you really need to you could load your XAML and remove the topmost content in your Window and replace it with the loaded content
You could use the VisualStateGroup functionality to change the appearance of your current window
I think you will be happy with the second solution

How to create an image of a WPF UserControl at runtime

I've created a WPF application which has a Canvas on which I place UserControls which are moveable and resizeable by the user (just like a Windows-Window). Now I have detected that this can be very slow on older PC's which is a problem.
As a solution I thought about generating a graphic showing the UserControl and show this while resizing/dragging the Control, to prevent WPF from recalculating all Elements permanently. The only problem is that I have no idea how to generate this image.
Is there perhaps something like a function which does this in .Net? Or how could I do this on my own?
You can render a WPF control to a bitmap using RenderTargetBitmap, then this image can be copied to the clipboard, saved to a file, or used as part of your GUI
Check out Get a bitmap image from a Control view
Beware with this that you can hit problems when parts of the control you are trying to render are not visible (within a scroll viewer perhaps)
WPF applications really do require some fairly serious grunt; particularly in the graphics department and benefit greatly from having a decent video card present in the system. Even then the performance of WPF apps (if not carefully constructed) can leave much to be desired...
That said, you could feasibly use FixedDocument to rasterise a UserControl, and then convert this into a GIF/JPG/PNG and put this in place of the control being resized... however I would expect that process itself to be as slow or slower than your current observed performance issues.

What is raw code of textbox

May be i can get some negative points on this question but, really this question is boggling in my mind from last many days that what is the basic/raw code behind textbox(or other such controls).
i mean i understands that, we can inherit the textbox class and make our changes, we creates its object and use it.
but wants to know how that class creates a textbox(the design which allow us to enter text) (same query for other components), is it a code of 'C' language which are generating it using CG (computer graphics) programming or any other thing.
Experts please resolve my curiosity.
Thanks
Windows provides several basic API's for drawing on the screen. You can draw pixels, lines, boxes and more complex geometric shapes. There are also API's to draw text. Other API's allow you to react to user input, e.g. mouse movement and clicks and keyboard input.
From these basic API's you can create your own text box by drawing the exact pixels of how the text box should look and react to user input. However, Windows has a built-in concept of a text box. This text box has a standard look and feel and is also integrated with UI concepts like focus, tab order, the clipboard and the caret. But behind the scenes Windows is using the low level API functions to draw on the screen and react to user input.
When you create a TextBox in Windows Forms it actually creates and wraps a standard Windows Edit control. This control is drawn using GDI. However, other programming models like WPF may create TextBox controls that looks like a normal text box but uses a custom implementation supplied by WPF and is drawn using DirectX.
Use http://www.red-gate.com/products/reflector/ and see for yourself...
Here is what I think it is doing:
The Raw code behind TextBox or any other Control uses Windows API that is responsible for drawing these controls and provide Handles of these controls for later reference.
Windows has been using different methods to draw it's UI like GDI, GDI+ and sometimes DirectX. I may be wrong and there may be some other techs I forgot to mention.
These controls use each window's WinProc to receive Input Notification and other callbacks that notify these controls when clicked, typed or for example resized.

C# Winforms: Efficiently Displaying Many Controls

I'm building a control that comprises 15x15 = 225 buttons, and needs to be resizable. Because it's a grid, anchoring and docking won't work. I've tried both TableLayoutPanel as well as handling the resize event to manually place and size controls. In both cases, resizing is unacceptably slow. Suspend/Resume Layout in the resize function when I'm manually handling the layout doesn't help.
Is there something fundamental that I can change to speed things up, or is this just a limitation of the native controls? I understand I can build a custom control from scratch, handling the clicks and painting myself -- though I'd prefer to stick with the native controls if possible.
Edit
I know it's a lot of buttons. My question is a technical one; not one about UI design.
WinForms doesn't handle displaying this many controls at the same time unfortunately.
If I were in your situation I would first consider if I could split up the form in several pages. In many cases that would be easier to understand for the user as well.
But in your case that doesn't seem to be an option. Are you making something like a minesweeper style game? There you have a grid of buttons that all are clickable. In such a situation I would suggest you go for a custom owner drawn control where you consolidate all the buttons in one control. Don't build a composite control that contains 225 buttons - that won't help at all :-)
A final option could be to switch to WPF. WPF uses hardware accelerated rendering so it may be faster, but with so many controls not even that may help.

Categories

Resources