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  • Help repaiting a Component

    - by serhio
    I am working with Microsoft.VisualBasic.PowerPacks.RectangleShape, but the question is common for components or controls in general. I added to a TextRectangleShape : RectangleShape a Text property: Protected Overrides Sub OnPaint(ByVal e As System.Windows.Forms.PaintEventArgs) MyBase.OnPaint(e) Dim f As Font = Me.Font Dim g As Graphics = e.Graphics Dim textRect As Rectangle = New Rectangle(Me.Location, Me.Size) Using br As New SolidBrush(Me._TextColor) g.DrawString(_Text, f, br, textRect) End Using End Sub Now when I move this control the text does not disappear from the former location. Maybe I could invalidate each time the Parent in the OnPaint, but if this is not a good solution if the parent has a time consuming repaint logic or I have a lot of my custom component moving at the same time. How do I properly repaint the component?

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  • Properly Repaint a Custom Control

    - by serhio
    I am doing a custom control, that should be painted like as standard one, but also having a Icon displayed near it. So, I jet overrided OnPaint like this: protected override void OnPaint(System.Windows.Forms.PaintEventArgs e) {     base.OnPaint(e);     e.Graphics.DrawIcon(theIcon, X1, Y1 - iconSize.Width / 2); } Now, everything is OK, but when my control moves, the icon still remains drawn on the ancient place. What should I add to manage it properly? In the image we can see that after moving from top to bottom the line(custom control) even is not properly redrawn. I tried to do public override void Invalidate() {     base.Invalidate();     if (Parent != null) {         Parent.Invalidate(new Rectangle( X1, Y1 - iconSize.Width / 2, iconSize.Width, iconSize.Height));     } } but this does not work - when changing location the Invalidate is not even called. If it matter the custom control inherits from VisualBasic.PowerPacks.LineShape component.

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  • How to create and add a custom made component to a Dialog based app (MFC)?

    - by kobac
    I want to make a custom made component (a line chart), that would be used in other applications. I don't know 2 things: 1) Where should I use (within component class!) the methods for drawing, like FillRect or PolyLine? In OnPaint handler that I should define and map it in MESSAGE MAP? Will it (OnPaint handler) be called from OnPaint handler of the dialog of the application or where from? 2)How to connect the component, once it is made, to the test application, which will for example be dialog based? Where should I instantiate that component? From an OnCreate method of the MyAppDialog.cpp? I started coding in MFC few days ago and I'm so confused about it. Thanks in advance, Cheers.

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  • Drawing a TextBox in an extended Glass Frame (C# w/o WPF)

    - by Lazlo
    I am trying to draw a TextBox on the extended glass frame of my form. I won't describe this technique, it's well-known. Here's an example for those who haven't heard of it: http://www.danielmoth.com/Blog/Vista-Glass-In-C.aspx The thing is, it is complex to draw over this glass frame. Since black is considered to be the 0-alpha color, anything black disappears. There are apparently ways of countering this problem: drawing complex GDI+ shapes are not affected by this alpha-ness. For example, this code can be used to draw a Label on glass (note: GraphicsPath is used instead of DrawString in order to get around the horrible ClearType problem): public class GlassLabel : Control { public GlassLabel() { this.BackColor = Color.Black; } protected override void OnPaint(PaintEventArgs e) { GraphicsPath font = new GraphicsPath(); font.AddString( this.Text, this.Font.FontFamily, (int)this.Font.Style, this.Font.Size, Point.Empty, StringFormat.GenericDefault); e.Graphics.SmoothingMode = SmoothingMode.HighQuality; e.Graphics.FillPath(new SolidBrush(this.ForeColor), font); } } Similarly, such an approach can be used to create a container on the glass area. Note the use of the polygons instead of the rectangle - when using the rectangle, its black parts are considered as alpha. public class GlassPanel : Panel { public GlassPanel() { this.BackColor = Color.Black; } protected override void OnPaint(PaintEventArgs e) { Point[] area = new Point[] { new Point(0, 1), new Point(1, 0), new Point(this.Width - 2, 0), new Point(this.Width - 1, 1), new Point(this.Width -1, this.Height - 2), new Point(this.Width -2, this.Height-1), new Point(1, this.Height -1), new Point(0, this.Height - 2) }; Point[] inArea = new Point[] { new Point(1, 1), new Point(this.Width - 1, 1), new Point(this.Width - 1, this.Height - 1), new Point(this.Width - 1, this.Height - 1), new Point(1, this.Height - 1) }; e.Graphics.FillPolygon(new SolidBrush(Color.FromArgb(240, 240, 240)), inArea); e.Graphics.DrawPolygon(new Pen(Color.FromArgb(55, 0, 0, 0)), area); base.OnPaint(e); } } Now my problem is: How can I draw a TextBox? After lots of Googling, I came up with the following solutions: Subclassing the TextBox's OnPaint method. This is possible, although I could not get it to work properly. It should involve painting some magic things I don't know how to do yet. Making my own custom TextBox, perhaps on a TextBoxBase. If anyone has good, valid and working examples, and thinks this could be a good overall solution, please tell me. Using BufferedPaintSetAlpha. (http://msdn.microsoft.com/en-us/library/ms649805.aspx). The downsides of this method may be that the corners of the textbox might look odd, but I can live with that. If anyone knows how to implement that method properly from a Graphics object, please tell me. I personally don't, but this seems the best solution so far. Thanks!

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  • Long overdue (for me) question about disposing managed objects in .Net, VB.Net, C#

    - by Jules
    I can't believe I'm still confused about this but, any way, lets finally nail it: I have a class that overrides OnPaint to do some drawing. To speed things up, I create the pens, brushes etc before hand, in the construtor, so that OnPaint does not need to keep creating and disposing them. Now, I make sure that I always dispose of such objects, but I have the feeling I don't need to because, despite the fact they implement IDisposable, they're managed objects. Is this correct?

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  • GDI RoundRect on Compact Framework: make rounded rectangle's outside transparent.

    - by VansFannel
    Hello! I'm using the RoundRect GDI function to draw a rounded rectangle following this example: .NET CF Custom Control: RoundedGroupBox Because all controls are square, it also draw the corners outside of the rounded rectangle. How can I make this space left outside the rectangle transparent? The OnPaint method is: protected override void OnPaint(PaintEventArgs e) { int outerBrushColor = HelperMethods.ColorToWin32(m_outerColor); int innerBrushColor = HelperMethods.ColorToWin32(this.BackColor); IntPtr hdc = e.Graphics.GetHdc(); try { IntPtr hbrOuter = NativeMethods.CreateSolidBrush(outerBrushColor); IntPtr hOldBrush = NativeMethods.SelectObject(hdc, hbrOuter); NativeMethods.RoundRect(hdc, 0, 0, this.Width, this.Height, m_diametro, m_diametro); IntPtr hbrInner = NativeMethods.CreateSolidBrush(innerBrushColor); NativeMethods.SelectObject(hdc, hbrInner); NativeMethods.RoundRect(hdc, 0, 18, this.Width, this.Height, m_diametro, m_diametro); NativeMethods.SelectObject(hdc, hOldBrush); NativeMethods.DeleteObject(hbrOuter); NativeMethods.DeleteObject(hbrInner); } finally { e.Graphics.ReleaseHdc(hdc); } if (!string.IsNullOrEmpty(m_roundedGroupBoxText)) { Font titleFont = new Font("Tahoma", 9.0F, FontStyle.Bold); Brush titleBrush = new SolidBrush(this.BackColor); try { e.Graphics.DrawString(m_roundedGroupBoxText, titleFont, titleBrush, 14.0F, 2.0F); } finally { titleFont.Dispose(); titleBrush.Dispose(); } } base.OnPaint(e); } An the OnPaintBackground is: protected override void OnPaintBackground(PaintEventArgs e) { if (this.Parent != null) { SolidBrush backBrush = new SolidBrush(this.Parent.BackColor); try { e.Graphics.FillRectangle(backBrush, 0, 0, this.Width, this.Height); } finally { backBrush.Dispose(); } } } Thank you!

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  • Strange behavior due to wx.Frame.SetTitle

    - by Anurag Uniyal
    In a wxPython application, which i am porting to Mac OSX, I set title of app frame every 500msec in update UI event, and due to that all the panels and windows are refreshed. That seems strange to me and almost halts my application which has many custom drawn controls and screens. I wanted to know what could be the reason behind it, is it normal for MAC? Here is a self-constrained script which replicates the scenario using timers. It keeps on printing "on paint" every 500ms because in timer I set title every 500ms. import wx app = wx.PySimpleApp() frame = wx.Frame(None, title="BasePainter Test") painter = wx.Panel(frame) def onPaint(event): dc = wx.PaintDC(painter) print "onPaint" painter.Bind(wx.EVT_PAINT, onPaint) def loop(): frame.SetTitle(frame.GetTitle()) wx.CallLater(500, loop) loop() frame.Show(True) app.SetTopWindow(frame) app.MainLoop() My system details: >>> sys.version '2.5 (r25:51918, Sep 19 2006, 08:49:13) \n[GCC 4.0.1 (Apple Computer, Inc. build 5341)]' >>> wx.VERSION (2, 8, 10, 1, '') >>> os.uname() ('Darwin', 'agyeys-mac-mini.local', '9.8.0', 'Darwin Kernel Version 9.8.0: Wed Jul 15 16:55:01 PDT 2009; root:xnu-1228.15.4~1/RELEASE_I386', 'i386')

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  • Is it important to dispose SolidBrush and Pen?

    - by Joe
    I recently came across this VerticalLabel control on CodeProject. I notice that the OnPaint method creates but doesn't dispose Pen and SolidBrush objects. Does this matter, and if so how can I demonstrate whatever problems it can cause? EDIT This isn't a question about the IDisposable pattern in general. I understand that callers should normally call Dispose on any class that implements IDisposable. What I want to know is what problems (if any) can be expected when GDI+ object are not disposed as in the above example. It's clear that, in the linked example, OnPaint may be called many times before the garbage collector kicks in, so there's the potential to run out of handles. However I suspect that GDI+ internally reuses handles in some circumstances (for example if you use a pen of a specific color from the Pens class, it is cached and reused). What I'm trying to understand is whether code like that in the linked example will be able to get away with neglecting to call Dispose. And if not, to see a sample that demonstrated what problems it can cause. I should add that I have very often (including the OnPaint documentation on MSDN) seen WinForms code samples that fail to dispose GDI+ objects.

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  • Simple animation using C#/Windows Forms

    - by clintp
    I need to knock out a quick animation in C#/Windows Forms for a Halloween display. Just some 2D shapes moving about on a solid background. Since this is just a quick one-off project I really don't want to install and learn an entire new set of tools for this. (DirectX dev kits, Silverlight, Flash, etc..) I also have to install this on multiple computers so anything beyond the basic .Net framework (2.0) would be a pain in the arse. For tools I've got VS2k8, 25 years of development experience, a wheelbarrow, holocaust cloak, and about 2 days to knock this out. I haven't done animation since using assembler on my Atari 130XE (hooray for page flipping and player/missile graphics!) Advice? Here's some of the things I'd like to know: I can draw on any empty widget (like a panel) by fiddling with it's OnPaint handler, right? That's how I'd draw a custom widget. Is there a better technique than this? Is there a page-flipping technique for this kind of thing in Windows Forms? I'm not looking for a high frame rate, just as little flicker/drawing as necessary. Thanks. Post Mortem Edit ... "a couple of coding days later" Well, the project is done. The links below came in handy although a couple of them were 404. (I wish SO would allow more than one reply to be marked "correct"). The biggest problem I had to overcome was flickering, and a persistent bug when I tried to draw on the form directly. Using the OnPaint event for the Form: bad idea. I never got that to work; lots of mysterious errors (stack overflows, or ArgumentNullExceptions). I wound up using a panel sized to fill the form and that worked fine. Using the OnPaint method is slow anyway. Somewhere online I read that building the PaintEventArgs was slow, and they weren't kidding. Lots of flickering went away when I abandoned this. Skip the OnPaint/Invalidate() and just paint it yourself. Setting all of the "double buffering" options on the form still left some flicker that had to be fixed. (And I found conflicting docs that said "set them on the control" and "set them on the form". Well controls don't have a .SetStyle() method.) I haven't tested without them, so they might be doing something (this is the form): this.SetStyle(ControlStyles.UserPaint, true); this.SetStyle(ControlStyles.OptimizedDoubleBuffer, true); this.SetStyle(ControlStyles.AllPaintingInWmPaint, true); So the workhorse of the code wound up looking like (pf is the panel control): void PaintPlayField() { Bitmap bufl = new Bitmap(pf.Width, pf.Height); using (Graphics g = Graphics.FromImage(bufl)) { g.FillRectangle(Brushes.Black, new Rectangle(0, 0, pf.Width, pf.Height)); DrawItems(g); DrawMoreItems(g); pf.CreateGraphics().DrawImageUnscaled(bufl, 0, 0); } } And I just called PaintPlayField from the inside of my Timer loop. No flicker at all.

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  • Drawing a TextBox in an extended Glass Frame w/o WPF

    - by Lazlo
    I am trying to draw a TextBox on the extended glass frame of my form. I won't describe this technique, it's well-known. Here's an example for those who haven't heard of it: http://www.danielmoth.com/Blog/Vista-Glass-In-C.aspx The thing is, it is complex to draw over this glass frame. Since black is considered to be the 0-alpha color, anything black disappears. There are apparently ways of countering this problem: drawing complex GDI+ shapes are not affected by this alpha-ness. For example, this code can be used to draw a Label on glass (note: GraphicsPath is used instead of DrawString in order to get around the horrible ClearType problem): public class GlassLabel : Control { public GlassLabel() { this.BackColor = Color.Black; } protected override void OnPaint(PaintEventArgs e) { GraphicsPath font = new GraphicsPath(); font.AddString( this.Text, this.Font.FontFamily, (int)this.Font.Style, this.Font.Size, Point.Empty, StringFormat.GenericDefault); e.Graphics.SmoothingMode = SmoothingMode.HighQuality; e.Graphics.FillPath(new SolidBrush(this.ForeColor), font); } } Similarly, such an approach can be used to create a container on the glass area. Note the use of the polygons instead of the rectangle - when using the rectangle, its black parts are considered as alpha. public class GlassPanel : Panel { public GlassPanel() { this.BackColor = Color.Black; } protected override void OnPaint(PaintEventArgs e) { Point[] area = new Point[] { new Point(0, 1), new Point(1, 0), new Point(this.Width - 2, 0), new Point(this.Width - 1, 1), new Point(this.Width -1, this.Height - 2), new Point(this.Width -2, this.Height-1), new Point(1, this.Height -1), new Point(0, this.Height - 2) }; Point[] inArea = new Point[] { new Point(1, 1), new Point(this.Width - 1, 1), new Point(this.Width - 1, this.Height - 1), new Point(this.Width - 1, this.Height - 1), new Point(1, this.Height - 1) }; e.Graphics.FillPolygon(new SolidBrush(Color.FromArgb(240, 240, 240)), inArea); e.Graphics.DrawPolygon(new Pen(Color.FromArgb(55, 0, 0, 0)), area); base.OnPaint(e); } } Now my problem is: How can I draw a TextBox? After lots of Googling, I came up with the following solutions: Subclassing the TextBox's OnPaint method. This is possible, although I could not get it to work properly. It should involve painting some magic things I don't know how to do yet. Making my own custom TextBox, perhaps on a TextBoxBase. If anyone has good, valid and working examples, and thinks this could be a good overall solution, please tell me. Using BufferedPaintSetAlpha. (http://msdn.microsoft.com/en-us/library/ms649805.aspx). The downsides of this method may be that the corners of the textbox might look odd, but I can live with that. If anyone knows how to implement that method properly from a Graphics object, please tell me. I personally don't, but this seems the best solution so far. To be honest, I found a great C++ article, but I am way too lazy to convert it. http://weblogs.asp.net/kennykerr/archive/2007/01/23/controls-and-the-desktop-window-manager.aspx Note: If I ever succeed with the BufferedPaint methods, I swear to s/o that I will make a simple DLL with all the common Windows Forms controls drawable on glass.

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  • Customize ToolStripMenuItem

    - by Lu Lu
    Hello everyone, I want to customize ToolStripMenuItem by overriding OnPaint function. This is a MyToolStripMenuItem: public class MyToolStripMenuItem : ToolStripMenuItem { public MyToolStripMenuItem() :base() { } public MyToolStripMenuItem(string t) :base(t) { } protected override void OnPaint(PaintEventArgs e) { Graphics g = e.Graphics; Rectangle r = this.Bounds; g.FillRectangle(Brushes.Blue, r); g.DrawString(this.Text, this.Font, Brushes.Red, r); } } In my code, I will fill a blue color in item's bound. Now, I will create a list of items on menustrip: MyToolStripMenuItem1 |___MyToolStripMenuItem2 |___MyToolStripMenuItem3 I don't know why MyToolStripMenuItem3 don't have a blue background. This is my source code: http://www.mediafire.com/?2qhmjzzfzzn Please help me. Thanks.

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  • Windows Forms: Enable/Disable WS_CLIPCHILDREN

    - by Agnel Kurian
    How do I turn on/off the WS_CLIPCHILDREN window style in a Windows Forms parent control? I would like to display some text on top of the child control after it has painted. In my parent control, this is what I have: class Parent : public Control { void Parent::OnPaint(PaintEventArgs ^e){ Control::OnPaint(e); // parent draws here // some drawing should happen over the child windows // in other words, do not clip child window regions } }; On checking with Spy++ I find that the parent has the WS_CLIPCHILDREN window style enabled by default. What is the Windows Forms way to turn this off? Note: Sample code is in C++/CLI but I have tagged this C# for visibility... language is immaterial here. Feel free to translate the code to C#.

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  • Why does my buffered GraphicsContext application have a flickering problem?

    - by Bibendum
    import wx class MainFrame(wx.Frame): def __init__(self,parent,title): wx.Frame.__init__(self, parent, title=title, size=(640,480)) self.mainPanel=DoubleBufferTest(self,-1) self.Show(True) class DoubleBufferTest(wx.Panel): def __init__(self,parent=None,id=-1): wx.Panel.__init__(self,parent,id,style=wx.FULL_REPAINT_ON_RESIZE) self.SetBackgroundColour("#FFFFFF") self.timer = wx.Timer(self) self.timer.Start(100) self.Bind(wx.EVT_TIMER, self.update, self.timer) self.Bind(wx.EVT_PAINT,self.onPaint) def onPaint(self,event): event.Skip() dc = wx.MemoryDC() dc.SelectObject(wx.EmptyBitmap(640, 480)) gc = wx.GraphicsContext.Create(dc) gc.PushState() gc.SetBrush(wx.Brush("#CFCFCF")) bgRect=gc.CreatePath() bgRect.AddRectangle(0,0,640,480) gc.FillPath(bgRect) gc.PopState() dc2=wx.PaintDC(self) dc2.Blit(0,0,640,480,dc,0,0) def update(self,event): self.Refresh() app = wx.App(False) f=MainFrame(None,"Test") app.MainLoop() I've come up with this code to draw double buffered GraphicsContext content onto a panel, but there's a constant flickering across the window. I've tried different kinds of paths, like lines and curves but it's still there and I don't know what's causing it.

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  • Scale GraphicsPaths

    - by serhio
    In a form I draw a graph. This graph has some distinct paths that should have differently drawn. Say AxesPath, SalesPath, CostsPath etc... When I resize the form need I to scale every of components Paths? Take an example: Imports System.Drawing.Drawing2D Public Class Form1 Dim lineOne As GraphicsPath Dim lineTwo As GraphicsPath Dim allPaths As GraphicsPath Dim initSize As Size Public Sub New() ' This call is required by the designer. ' InitializeComponent() initSize = Me.Size lineOne = New GraphicsPath() lineTwo = New GraphicsPath() lineOne.AddLine(20.0F, 20.0F, Me.initSize.Width - 20.0F, 20.0F) lineTwo.AddLine(0.1F, 10.0F, Me.initSize.Width - 20.0F, _ Me.initSize.Height - 0.5F) allPaths = New GraphicsPath() allPaths.AddPath(lineOne, False) allPaths.AddPath(lineTwo, False) Me.ResizeRedraw = True End Sub Protected Overrides Sub OnResize(ByVal e As System.EventArgs) MyBase.OnResize(e) Dim m As New Matrix m.Scale(Me.Width / initSize.Width, Me.Height / initSize.Height) allPaths.Transform(m) initSize = Me.Size End Sub Protected Overrides Sub OnPaint(ByVal e As PaintEventArgs) MyBase.OnPaint(e) ' WORKS ' ' e.Graphics.DrawPath(Pens.GreenYellow, allPaths) ' ' DOES NOT WORK! ' e.Graphics.DrawPath(Pens.DarkGoldenrod, lineOne) e.Graphics.DrawPath(Pens.DarkMagenta, lineTwo) End Sub End Class

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  • How does .NET repaint controls?

    - by serhio
    Say I have a custom Label that I paint in my way. As lite example we have the code: Protected Overrides Sub OnPaint(ByVal e As System.Windows.Forms.PaintEventArgs) ' MyBase.OnPaint(e) DO NOT USE ' Dim f As Font = Me.Font Dim g As Graphics = e.Graphics Dim textRect As Rectangle = New Rectangle(Me.Location, Me.Size) Using br As New SolidBrush(Me._TextColor) g.DrawString(_Text, f, br, textRect) End Using End Sub maybe this example is useless, because does not bring different behavior that a simple label, but it just for example. Now, the problem is that if this label moves the ancient label area will not be updated, and the old text will remain until the parent will be invalidated. So the question is: How to invalidate the former control region?

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  • Custom Control Overriding Command Button

    - by pm_2
    I am trying to create a custom command button that defaults width and height to specific settings. I have the following code: public partial class myCommandButton : Button { public magCommandButton() { InitializeComponent(); } [DefaultValue(840)] public override int Width { get { return base.Width; } set { base.Width = value; } } [DefaultValue(340)] public override int Height { get { return base.Height; } set { base.Height = value; } } protected override void OnPaint(PaintEventArgs pe) { base.OnPaint(pe); } } However, it won't compile because it tells me that I can not override Width or Height. Can anyone tell me if I'm approaching this wrongly, or if there's a way around this?

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  • DrawImage in XP Mode or Remote Desktop

    - by simplecoder
    I'm displaying a PNG with a transparent background that looks good in Windows 7, but then I run my app in XP Mode or remote desktop to a Windows XP machine and the PNG looks incorrect. I noticed that if I disable "Integration Mode" or run the app on XP without remote desktop, the image looks fine. How do I get DrawImage to render the PNG correctly in XP Mode or remote desktop? Image inside Windows 7 Image inside XP Mode or remote desktop Here's my code: protected override void OnPaint(PaintEventArgs e) { Image image = Image.FromFile("hello.png", false); Bitmap bmp = new Bitmap(image); Rectangle destRect = new Rectangle(0, 0, image.Width, image.Height); e.Graphics.DrawImage(image, destRect, 0, 0, image.Width, image.Height, GraphicsUnit.Pixel); base.OnPaint(e); }

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  • How can I draw a hollow rectangle using CreatePen?

    - by LarsTech
    Since using the DrawArc function in GDI+ isn't very accurate when drawing a small rounded rectangle, I am using RoundRect instead. Protected Overrides Sub OnPaint(ByVal e As PaintEventArgs) Dim hDC As IntPtr = e.Graphics.GetHdc Dim rc As New Rectangle(10, 10, 64, 24) Dim hPen As IntPtr = Win32.CreatePen(Win32.PenStyle.PS_SOLID, 0, _ ColorTranslator.ToWin32(Color.Green)) Dim hOldPen As IntPtr = Win32.SelectObject(hDC, hPen) Call Win32.RoundRect(hDC, rc.Left, rc.Top, rc.Right, rc.Bottom, 10, 10) Win32.SelectObject(hDC, hOldPen) Win32.DeleteObject(hPen) e.Graphics.ReleaseHdc(hDC) MyBase.OnPaint(e) End Sub This will draw a nice rounded rectangle, but it will also fill it with a white brush, erasing what I don't want to have erased. How can I draw this without erasing the inside of the rectangle?

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  • GDI (2 replies)

    Hallo, I have a small (hopefully) problem... I defined an user control that in the Paint overriden method does the following things: protected override void OnPaint( PaintEventArgs e ) { e.Graphics.Clear( BackColor ); e.Graphics.SmoothingMode SmoothingMode; e.Graphics.CompositingQuality CompositingQuality; e.Graphics.InterpolationMode InterpolationMode; e.Graphics.TextRenderingHint TextRenderingHi...

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  • Drawing a transparent button in C# winforms

    - by SAMIR BHOGAYTA
    public class ImageButton : ButtonBase, IButtonControl { public ImageButton() { this.SetStyle( ControlStyles.SupportsTransparentBackColor | ControlStyles.OptimizedDoubleBuffer | ControlStyles.AllPaintingInWmPaint | ControlStyles.ResizeRedraw | ControlStyles.UserPaint, true); this.BackColor = Color.Transparent; } protected override void OnPaint(PaintEventArgs pevent) { Graphics g = pevent.Graphics; g.FillRectangle(Brushes.Transparent, this.ClientRectangle); g.DrawRectangle(Pens.Black, this.ClientRectangle); } // rest of class here... }

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  • GDI (2 replies)

    Hallo, I have a small (hopefully) problem... I defined an user control that in the Paint overriden method does the following things: protected override void OnPaint( PaintEventArgs e ) { e.Graphics.Clear( BackColor ); e.Graphics.SmoothingMode SmoothingMode; e.Graphics.CompositingQuality CompositingQuality; e.Graphics.InterpolationMode InterpolationMode; e.Graphics.TextRenderingHint TextRenderingHi...

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  • Windows opaque UserControl not refreshing any graphical changes made on it

    - by Debajyoti Das
    I have created a Windows UserControl. It actually paints a Grid (i.e. vertical and horizontal lines) using Graphics. User can change each cell height and width, and according to that Grid is refreshed. Overriding the OnPaint event I have created the grid. I used SetStyle(ControlStyles.Opaque, true) to make it transparent. I used this control on a form and from there I change the values of the cell height and width but due to Opaque the new grid is overlapping on the previous one and making it clumsy. How do I resolve this? UserControl Code: public partial class Grid : UserControl { public Grid() { InitializeComponent(); SetStyle(ControlStyles.Opaque, true); } private float _CellWidth = 10, _CellHeight = 10; private Color _GridColor = Color.Black; public float CellWidth { get { return this._CellWidth; } set { this._CellWidth = value; } } public float CellHeight { get { return this._CellHeight; } set { this._CellHeight = value; } } public Color GridColor { get { return this._GridColor; } set { this._GridColor = value; } } protected override void OnPaint(PaintEventArgs e) { base.OnPaint(e); Graphics g; float iHeight = this.Height; float iWidth = this.Width; g = e.Graphics; Pen myPen = new Pen(GridColor); myPen.Width = 1; if (this.CellWidth > 0 && this.CellHeight > 0) { for (float X = 0; X <= iWidth; X += this.CellWidth) { g.DrawLine(myPen, X, 0, X, iHeight); } for (float Y = 0; Y <= iHeight; Y += this.CellHeight) { g.DrawLine(myPen, 0, Y, iWidth, Y); } } } public override void Refresh() { base.ResumeLayout(true); base.Refresh(); ResumeLayout(true); } } Form Code: public partial class Form1 : Form { public Form1() { InitializeComponent(); } private void Form1_Load(object sender, EventArgs e) { } private void btnBrowse_Click(object sender, EventArgs e) { try { if (ofdImage.ShowDialog() == System.Windows.Forms.DialogResult.OK) { pbImage.Image = Image.FromFile(ofdImage.FileName); } } catch (Exception ex) { MessageBox.Show(ex.Message); } } private void btnShowGrid_Click(object sender, EventArgs e) { if (grid1.Visible) { grid1.Visible = false; btnShowGrid.Text = "Show"; } else { grid1.Visible = true; btnShowGrid.Text = "Hide"; } } private void btnGridCellMaximize_Click(object sender, EventArgs e) { grid1.CellHeight += 1; grid1.CellWidth += 1; grid1.Refresh(); } private void btnGridCellMinimize_Click(object sender, EventArgs e) { grid1.CellHeight -= 1; grid1.CellWidth -= 1; grid1.Refresh(); } }

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  • Programmatically set the DPI from a .net 2.0 WinForms application

    - by Stef
    I want to run my application on 96dpi, no matter what the dpi size from Windows is set to. It is possible ? ' Edit ' I found that using the Scale() method and resizing the font will almost do the trick. public class MyForm : Form { private static bool ScaleDetected = false; const float DPI = 80F; protected override void OnPaint(PaintEventArgs e) { base.OnPaint(e); if (!ScaleDetected) { Graphics g = e.Graphics; float factorX = DPI / g.DpiX; float factorY = DPI / g.DpiY; SizeF newSize = new SizeF(factorX, factorY); AutoScaleDimensions = newSize; AutoScaleMode = AutoScaleMode.Dpi; Scale(newSize); Font = new Font(Font.FontFamily, Font.Size * factorX); ScaleDetected = true; } } } However when using this 'trick' in a MDI application using Janus Controls, the main form is resized, but for some other forms, the scaling + changed font are not applied.

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  • Drag and drop rectangle in C#

    - by sama
    I want to know how to draw rectangle in C# and make it dragged and dropped in the page here my code to draw it but I cannot drag or drop it. public partial class Form1 : Form { public bool drag = false; int cur_x, cur_y; Rectangle rec = new Rectangle(10, 10, 100, 100); public Form1() { InitializeComponent(); } protected override void OnPaint(PaintEventArgs r) { base.OnPaint(r); Graphics g = r.Graphics; //g.DrawRectangle(Pens.Black, rec); g.FillRectangle(Brushes.Aquamarine, rec); } private void recmousedown(object sender, MouseEventArgs m) { if (m.Button != MouseButtons.Left) return; rec = new Rectangle(m.X, m.Y,100,100); drag = true; cur_x = m.X; cur_y = m.Y; } private void recmousemove(object sender, MouseEventArgs m) { if (m.Button != MouseButtons.Left) return; rec.X = m.X; rec.Y = m.Y; Invalidate(); } }

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  • Remove padding in wxPython's wxWizard

    - by mridang
    Hi Guys, I'm using wxPython to create a wizard using the wxWizard control. I'm trying to a draw a colored rectangle but when I run the app, there seems to be a about a 10px padding on each side of the rectangle. This goes for all other controls too. I have to offset them a bit so that they appear exactly where I want them to. Is there any way I could remove this padding? Here's the source of my base Wizard page. class SimplePage(wx.wizard.PyWizardPage): """ Simple wizard page with unlimited rows of text. """ def __init__(self, parent, title): wx.wizard.PyWizardPage.__init__(self, parent) self.next = self.prev = None #self.sizer = wx.BoxSizer(wx.VERTICAL) title = wx.StaticText(self, -1, title) title.SetFont(wx.Font(18, wx.SWISS, wx.NORMAL, wx.BOLD)) #self.sizer.AddWindow(title, 0, wx.ALIGN_LEFT|wx.ALL, padding) #self.sizer.AddWindow(wx.StaticLine(self, -1), 0, wx.EXPAND|wx.ALL, padding) # self.SetSizer(self.sizer) self.Bind(wx.EVT_PAINT, self.OnPaint) def OnPaint(self, evt): """set up the device context (DC) for painting""" self.dc = wx.PaintDC(self) self.dc.BeginDrawing() self.dc.SetPen(wx.Pen("grey",style=wx.TRANSPARENT)) self.dc.SetBrush(wx.Brush("grey", wx.SOLID)) # set x, y, w, h for rectangle self.dc.DrawRectangle(0,0,500, 500) self.dc.EndDrawing() del self.dc def SetNext(self, next): self.next = next def SetPrev(self, prev): self.prev = prev def GetNext(self): return self.next def GetPrev(self): return self.prev def Activated(self, evt): """ Executed when page is being activated. """ return def Blocked(self, evt): """ Executed when page is about to be switched. Switching can be blocked by returning True. """ return False def Cancel(self, evt): """ Executed when wizard is about to be canceled. Canceling can be blocked by returning False. """ return True Thanks guys.

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