Rendering Panel background in C# - c#

I need to get the background image of a Panel that's on another form. I'm using this as a texture in a DX application. I cannot use "CopyFromScreen" as any other control that is over the top will be included in the captured image. Maybe one approach would be to make a copy of the Panels Background bitmap into memory to share with the other app - don't know how to do this in C#.
Or is there some GDI method?
Many thanks in advance.

You can use objPanel.DrawToBitmap() function it will give the whole this what is on panel.

Have you checked Panel control to see if it has any properties that can return you the background image in bitmap format?.

Related

C# panel background image splitting on scrolling

I'm working on a winforms application using C#. I have a form with background image, and a panel on that with transparent background. Some data and controls will be dynamically created on this panel.
This panel has a scroll bar, when I scrolls that background image is splitting and page and data is looking very odd.
Can anyone help me in fixing this issue? All I need that background image should not split on scrolling of the panel...
Thanks in Advance.
Suhasini
This seems to be a limitation on winforms. Check out this post for an explanation.

C# Gray out a control and draw another on it

I´m using WinForms. I want to make a little class, which modifys controls to show it´s working.
I want to draw an overlay over for example a button. It should be a half-transparent gray.
After that i want to draw a ProgressBar on over it (in the center). Similar to This, except using a progress bar.
How can i realize this? I don´t want to set the position of the progressbar, just drawing it on the other one.
How could i do this?
Thanks :)
I have done something similar before.
You need to use Button.DrawToBitmap(Bitmap, Rectangle) to get the image of the button. Then make the Bitmap grayscale (there are multiple algorithms available for this; I have used the last one successfully although probably not originally from this site).
Now, I did this with an entire form instead of a button, but I disabled the form, and then covered the entire form with an image of itself, altered and then covered it with the progress bar (itself in a panel with other controls).
You could just as easily disable the button, cover it with a panel containing the image and the progress bar on top of it.

c# winform drawn image flashing

I have a image drawn in an winform app and i designed a brush that moves after the cursor. The Brush is drawn every time so the image keeps flashing because the image is also redrawn . How can i avoid this ?
Regards,
Alex Badescu
Use double-buffering. Draw each frame to some kind of memory bitmap representing the back buffer and once it's drawn show it on the first.
For more info read here:
http://msdn.microsoft.com/en-us/library/b367a457.aspx
Simply set the form's DoubleBuffered property to true. That should solve the flickering.
No reason to make it more advanced than this, in such a simple scenario.

Creating Overlay Control in winforms

I am using c# winforms to show an Image. The displaying of the image is done using a user control. Now I want to provide the user to draw lines, put other small images, write text etc over the image on an overlay control. How can I provide this functionality? If I use another user control to show the overlay control with transparent back, will that work?? any other solution will be welcome.
You might try approaching this with a canvas (Panel) that handles painting the image as the background and all the annotations/markup afterwards. This will make the foreground appear to be transparent. I expect you'll want to set Control.DoubleBuffer for performance.
You might experiment with setting the style ControlStyles.AllPaintingInWmPaint. Also, try overriding Control.OnPaintBackground and do nothing, and override Control.OnPaint and do all your painting inside there.
If performance is still unacceptable, pay close attention to the PaintEventArgs.ClipRect property. This is the only area you need to paint. The trick is figuring out which of your annotations/overlays intersect with this rectangle and painting them in the correct order.
Either this canvas or a higher level control will need to track mouse movement so you know where to draw the lines, paste images, etc.

How can i draw on top of an control which has many controls in it? (Z-order top)

I have a large panel with lots of pictureBoxes inside it.
Is it possible to draw on these pictureboxes by drawing on the panel?
What i want is that the actual drawing is on top of the panel.
Is this possible to do, if so, how?
Thanks in advance
You cannot do that if the pictureBoxes are inside the panel, what you may try is adding another panel inside it, above the pictures and drawing in that one. (Not sure if this would work either)
I would suggest rethinking this idea and drawing the pictures directly onto the panel. Then afterwards you could do the actual drawing that you require. You could create a custom class MyPanel or whatever, and inherit from Panel. Then override OnPaint and do all your drawing in there.
The only other way is to draw directly to the screen using link text.
You can't draw on child controls in the parents OnPaint method, what you can do is hook into the OnPaintevent of every child control.
I would not recommend this however, I think it's better to create your own control which manages all the bitmaps.

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