Changing border of Control - c#

Im having a problem with setting custom border of Control. This border can be done with DrawRectangle, DrawBorder or anything else as long as I get this behaviour
Obviously, the darkest border is where previouse border was. Other borders are around it trying to mimic fade out(or whatever). Now, the most challenging thing is I cannot override OnPaint or extend any other Control. This HAS to work on all Controls!
This is part of my extender provider whith which I set these borders when control has focus(like Google Chrome).
So far I have come up with this...
When adding controls in extender provider dictionary I hook up on Enter and Leave events of control. In there I get the parent of the control that is firing the event and on that form I draw these 3 rectangles. That way I sorted painting on non client area. The thing that remains is painting the actual border of control. I have tried and tried but to no avail.
I also hooked up on paint event of that control but ControlPaint.DrawBorder() is not working.
Okay, so this is method that is getting called on Enter and leave.
private void BojajGlow(Graphics gfx, Graphics gfxCtrl, Control parent, Control kontrola, bool novi)
{
Rectangle[] rect = new Rectangle[3];
for (int i = 0; i < 3; i++)
{
int x = kontrola.Location.X - (i + 1);
int y = kontrola.Location.Y - (i + 1);
int w = kontrola.Size.Width + 2 * (i + 1) - 1;
int h = kontrola.Size.Height + 2 * (i + 1) - 1;
rect[i] = new Rectangle(x, y, w, h);
}
if (novi)
{
Color boja = DohvatiOpcije(kontrola).Boja;
for (int i = 0; i < 3; i++)
{
if (i > 0)
boja = Posvjetli(95, ControlPaint.Light(boja));
Pen olovka = new Pen(boja);
olovka.EndCap = olovka.StartCap = LineCap.Round;
olovka.Width = 1;
GraphicsPath gfxPath = new GraphicsPath();
gfxPath.AddRectangle(rect[i]);
gfx.DrawPath(olovka, gfxPath);
}
}
else
{
for (int i = 0; i < 3; i++)
{
Pen olovka = new Pen(parent.BackColor);
olovka.EndCap = olovka.StartCap = LineCap.Round;
olovka.Width = 1;
GraphicsPath gfxPath = new GraphicsPath();
gfxPath.AddRectangle(rect[i]);
gfx.DrawPath(olovka, gfxPath);
}
}
}
From Enter event it is going to be called like this
if (((Control)sender).Parent != null)
BojajGlow(Graphics.FromHwnd(((Control)sender).Parent.Handle), Graphics.FromHwnd(((Control)sender).Handle), ((Control)sender).Parent, (Control)sender, true);
Does anyone have any valuable input on this?

In winforms you are probably going to need to create your own custom control inheriting from the TextBox control. In your control you can implement the OnPaint based on the controls state such as whether or not it has focus.
As for drawing outside of the control, dont. It will only frustrate you. Instead draw three boarders using the forms background color WITHIN your control and change them to the hightlighted color when you need them to glow.
Hope this helps.

Related

Adding a control to another control which is created at runtime

I am trying to add a picturebox control to a panel which is created at runtime.
It is for a chess game I am working on. I want to add a picture box to each panel , an assigning the image to the control later. Here is what I have so far:
//Sets the number of rows on the chess board
for (int i = 0; i < 8; i++)
{
//Set the number of columns on the board
for (int j = 0; j < 8; j++)
{
ChessSquare sq = new ChessSquare(((char)(65 + i)).ToString(), 7- j);
sq.Color = (i + (j % 2)) % 2 == 0 ? Color.Black : Color.White;
Panel p = new Panel()
{
Size = new Size(blockSize, blockSize),
BackColor = sq.Color,
Tag = sq,
Location = new Point(blockSize * i + 15, blockSize * j + 15),
BackgroundImageLayout = ImageLayout.Stretch
};
p.MouseEnter += new EventHandler(squareMouseEnter);
p.MouseLeave += new EventHandler(squareMouseLeave);
p.Click += new EventHandler(squareMouseClick);
chessBoardPanels[i, j] = p;
groupBox1.Controls.Add(p);
}
}
//SetUp Board
SetUpBoad Setup = new SetUpBoad();
SetUpBoad(chessBoardPanels);
Since you already put the Panels into the panel-array (?)
chessBoardPanels[i, j] = p;
You can add the PictureBoxes either now or later..:
PictureBox pb = new PictureBox ();
pb.Size = ..
pb.BackColor = Color.Transparent;
chessBoardPanels[i,j].Controls.Add(pb);
To access them later you can cast their first Control to PictureBox:
PictureBox pb = (PictureBox)chessBoardPanels[i,j].Controls[0];
pb.Image = aQueenImage;
If you want to add a PictureBox only where a piece is you need to do checks:
if (chessBoardPanels[i,j].Controls.Count > 0)
{
PictureBox pb = (PictureBox)chessBoardPanels[i,j].Controls[0];
pb.Image = aQueenImage;
}
To move a piece from <i1,j1> to <i2, j2> you do as expected:
chessBoardPanels[i1,j1].Controls[0].Parent = chessBoardPanels[i2,j2];
I notice that you are hooking up mouse events. If you want to use them to move the pieces, remember that transparency will not work for overlapping controls in Winforms and so while a piece-Box is crossing Panels it will not have working tranparency around the Image.
While the pBox is nested in a Panel all is well but to move it you would have to first make it a child of the parent of those panels and only add it to the target Panel upon MouseUp; the coordinate corrections can be solved but the tranparency, if you need it, will be a bigger problem..
The usual advice it to consider drawing at least those board squares and maybe even the pieces onto a base board-Panel (or board-PictureBox)

C# how to slide a panel

This code is just changing location, not sliding.
I am using this at the moment:
for (int i = 740; i == 740; i++)
{
panel2.Location = new Point(panel2.Location.X - i, panel2.Location.Y);
}
How can I slide the panel slowly?
Now, as I stated in my comment you really need to use float values, so you really need to draw it. However, the current implementation only makes a single iteration. The current loop could have been translated into this:
panel2.Location = new Point(panel2.Location.X - 740, panel2.Location.Y);
Consider a loop like this to slide it out:
for (int i = -(panel2.Width); i < 0; i++)
{
panel2.Location = new Point(i, panel2.Location.Y);
}
That algorithm is assuming that you've set the Location to the - of it's width (e.g. -740x) so that it's simply not visible on the screen. The reverse would hide it.
This will still be a little choppy, but it won't just hide it like your current code.
If you are just going to slide the panel try to do this
Try this code:
Panel panelArray = new Panel[];
Panel panel2 = panelArray[0];
for (int i = 0; i <= 100; i++)
{
panel2.Location = new Point(panel2.Location.X - i, panel2.Location.Y);
System.Threading.Thread.Sleep(10);
}

How to automaticly locate buttons on panel c#

I have a few buttons to add on the form. In the code I'm setting up some button properties:
class DigitButton : Button
{
private static int digitBtnTag;
public DigitButton()
: base()
{
this.Size = new Size(30, 30);
this.Tag = digitBtnTag;
this.Text = (this.Tag).ToString();
this.Margin = new Padding(2);
this.Padding = new Padding(2);
digitBtnTag++;
}
}
In the MainForm.cs I have
for (int i = 0; i < dgtBtns.Length; i++)
{
dgtBtns[i] = new DigitButton();
dgtBtns[i].Click += new EventHandler(this.digitButtonClick);
digitPanel.Controls.Add(dgtBtns[i]);
}
So when I launch a program I see all my buttons in the one place: (0;0) on digitPanel despite property Margin. So why don't all these buttons automaticly "push" each other in the different directions? And how to make it?
Have you tried using a FlowLayout Panel ?
Also, this video might help:
Windows Forms Controls Lesson 5: How to use the FlowLayout Panel
that's not the way controls works in c#. i'm guessing you programed at java a bit because the layout in jave works that whay, but in c# just do
for (int i = 0; i < dgtBtns.Length; i++)
{
dgtBtns[i] = new DigitButton();
dgtBtns[i].Location = new Point(50, 50 * i); // Multiplying by i makes the location shift in every loop
dgtBtns[i].Click += new EventHandler(this.digitButtonClick);
digitPanel.Controls.Add(dgtBtns[i]);
}
you'll have to figure out the location parameters by trying and see
You need to define Left and Top then add the button height or width each time you loop to position your buttons correctly i.e.
int bTop=0;
int bLeft=0;
for (int i = 0; i < dgtBtns.Length; i++)
{
dgtBtns[i] = new DigitButton();
dgtBtns[i].Click += new EventHandler(this.digitButtonClick);
dgtBtns[i].Top = bTop;
bTop += dgtBtns[i].Height;
digitPanel.Controls.Add(dgtBtns[i]);
}

indirectly draw to panel from another function

I am creating Conway's Game of life in C# and everything works fine, except the refreshing of the panel to display the next generation. I can draw to the panel to establish grid lines for the cells, place and destroy "life" using simWindow_Paint and simWindow_MouseClick but at present i cannot update it.
private void updateGame(){
int living = 0;
int dead = 0;
for(int i = 1; i < gameHeight; i++)
for (int j = 1; j < gameWidth; j++){
//set cell location and size
Rectangle cell = new Rectangle();
cell.Height = cell.Width = 9;
int X = j - 1;
int Y = i - 1;
cell.X = Convert.ToInt32(X * 10 + 1);
cell.Y = Convert.ToInt32(Y * 10 + 1);
using (Graphics g = this.simWindow.CreateGraphics()){
if (gameArray[i, j] == true){
Brush brush = new SolidBrush(Color.Red);
g.FillRectangle(brush, cell);
++living;
} else {
Brush brush = new SolidBrush(Color.White);
g.FillRectangle(brush, cell);
++dead;
}
}
}
}
I am not sure if what i am attempting to do is possible in C#, I have already done this in Pascal, but i am not sure if C# works the same way...
Difficult to say with what you've shown us, but I suspect the problem might be in your simWindow_Paint method. This is (presumably) responding to the paint event for your panel and I suspect what you are doing is overwriting (or over painting) all the drawing you are doing in your updateGame() method.
All the drawing should be done in your paint handler. So you paint handler should know the state of the game and draw it accordingly. Your updateGame() method should just update the state of the game and then invalidate the panel (forcing a repaint).
I recommend you review the following documentation on custom painting in WinForms: http://msdn.microsoft.com/en-us/library/kxys6ytf.aspx

Selecting part of image on windows form

I'm making instrument to select part of image. I have PictrureBox, and simple way to make it :
void StartPanel(object sender, MouseEventArgs args)
{
xStart = args.X;
yStart = args.Y;
panelStarted = true;
pan.Location = new Point(xStart, yStart);
}
void FinishPanel(object sender, MouseEventArgs args)
{
xFinish = args.X;
yFinish = args.Y;
panelStarted = false;
}
void UpdatePanel(object sender, MouseEventArgs args)
{
if (panelStarted)
{
int x = args.X;
int y = args.Y;
int newxstart = xStart;
int newystart = yStart;
int neww = 0;
int newh = 0;
if (x >= xStart)
neww = x - xStart;
else
{
neww = xStart - x;
newxstart = x;
}
if (y >= yStart)
newh = y - yStart;
else
{
newh = yStart - y;
newystart = y;
}
pan.Size = new Size(neww, newh);
pan.Location = new Point(newxstart, newystart);
}
}
When I move mouse right and down, it is absolutely ok. But when I move it left or up I can see blinks at my area. So I have understood, that it is because when I move mouse left or up, my panel is redrawed, because Panel.Location is changed, and when I move mouse right and down, location is not changed, only size is changed, so it is not redrawed, just some pixels are added to panel. What is standart solution for this?
It's not easy trying to see what you are trying to do, but I guess you are using a panel as a draggable control to drag over the picturebox surface capturing the portion of image below (like a lens) - yes?
If so, then this is not the best way to do it. It is better to just draw a rectangle on the picturebox surface and "drag" that around - this is simple with just using the mouse events to sets the top left corner and use the onpaint to draw the unfilled rectangle over the image. Capturing the image when you are ready is simple too using whatever event you wish, then copy the image giving the same positions to the new bitmap.
Putting one control over another often causes flickers - even with double buffering. It also takes far more code.
Since you are describing a drawing issue when resizing the panel, probably the easiest fix is to replace the panel you are using with one that is double buffered and will invalidate on resize a event:
public class BufferedPanel : Panel {
public BufferedPanel() {
this.DoubleBuffered = true;
this.ResizeRedraw = true;
}
}

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