CustomGroupBox Drawing - Get The Text Drawn After The Control's OnPaint
Sep 2, 2010
I have a Custom Groupbox that overrides the OnPaint event to do some custom drawing, backgrounds, etc. The problem I have is that when I use it in an application and want to draw text on the control, it gets drawn first, then immediately afterwards the OnPaint from the control gets called and draws on top of the text. Is there any way to get the text drawn after the control's OnPaint?
I have a Custom Groupbox that overrides the OnPaint event to do some custom drawingbackgrounds, etc. The problem I have is that when I use it in an application and want to draw text on the control, it gets drawn first, then immediately afterwards the OnPaint from the control gets called and draws on top of the text. Is there any way to get the text drawn after the control's OnPaint?
I have a Custom Groupbox that overrides the OnPaint event to do some custom drawing,backgrounds, etc. The problem I have is that when I use it in an application and want to draw text on the control, it gets drawn first, then immediately afterwards the OnPaint from the control gets called and draws on top of the text. Is there any way to get the text drawn after the control's OnPaint?
I'm looking to see if a little more control is possible though. cpustring = string and fontstring = font, both defined earlier in the program.I'm not sure how to clear the drawn text before drawing a new text. I tried with g.clear(color.transparent), but that creates an ugly flickering background for the picturebox (the picturebox is already set to transparent background).I'd also like to be able to fit the text in the picturebox area, max width/height as defined by picturebox, not by fontsize. Font can stretch either way as long as it fills in the picturebox.
I am working on a snake game for my portfolio and was wondering where the best place to put the logic for drawing the snake. Should the code reside within the snake object or within the form? Either would work, but I am wondering from a business objects/coding standard perspective where such code belongs.
Custom control, based on ProgressBar, in design mode, resizing to larger casues VS to crash, resizing to smaller is fine. The error from the MsgBox is Parameter not valid. The line that is reported at fault is 'rRect(i) = New RectangleF(rPoints(i), rSize)'.The function below is called indirectly from 'Protected Overrides Sub OnPaint(ByVal e As PaintEventArgs)'
Private Function GetRoundPath(ByVal r As RectangleF) As GraphicsPath Dim rPath As New GraphicsPath Dim rPoints(4) As PointF[code]......
I'm developing custom .net themes, and this relies on GDI+ -- I've been able to do this mainly with a ThemeBase released on another website. Now, however, whilst inheriting another control, I am Unable to inherit the ThemeBase which means I have to design the control a little differently -- which relies on me being able to manipulate the 'OnPaint' event of the control's design.The control's 'OnPaint' event is never fired, and I don't know why. Here's the entire textbox code.[code]
I have a Custom Groupbox that overrides the OnPaint event to do some custom drawing, backgrounds, etc. The problem I have is that when I use it in an application and want to draw text on the control, it gets drawn first, then immediately afterwards the OnPaint from the control gets called and draws on top of the text. Is there any way to get the text drawn after the control's OnPaint?
I have an VB.net application in which I have imported the MSchart control 6.0. It draws all the bars in the same colour. I want to have each bar in different colour. I want bars of the same series to be so. There is only one series of data.
how do I draw over existing graphics drawn on the control. This is what I'm using to draw the objects:
'Private paintRect As Rectangle Private Sub Panel2_MouseDown(sender As Object, e As System.Windows.Forms.MouseEventArgs) Handles Panel2.MouseDown paintRect.Location = e.Location End Sub
All these method of mesuring the string returns different values for the width, and they are all the wrong value They all mesure the narrow caracteres as "i" as being narrower then they realy are and the wide caractere as "W" as wider than they realy are What would the proper way to draw and/or mesure a string to get the right position on the screen where the text ends
I have my control here, and when the control isn't drawing selected, it has a random notch in the border(as illustrated in the attached photo). It uses a graphics path which is generally used all around so nothing changes there. Other than the fact the control is marked "selected"(which only effects the colors). Here's the code that generates my graphics path...
I'm making a custom control that needs to look like a Text Box but I can't Inherit Directly from text box since I need to add, Change and Override so many things that it would be more practical to just inherit Control and start new.
But now my question is: Is there an easy way to create the basic functionality of a Text Box like drawing the Text Box and handling input ?
I'm trying to write some toast-style popup notifications (similar to Growl) which should appear next to the system tray and stack as appropriate.I can handle the instantiation/location/etc... but I want to add a capability for non-rectangular toasts. I'd also like to have Alpha transparency so a semi-transparent background PNG on the toast form would blend with the desktop or windows behind it.
So... To get the obvious out of the way: Form.TransparencyKey is not sufficient for my needs as it's an all-or nothing transparency effect I want to get 50/50 foreground/background in some places, 0/100 in others, 100/0 in yet others etc.My initial approach is to override the OnBackgroundPaint() method, comment out the call to MyBase.OnBackgroundPaint and use the graphics object in the eventargs to draw exactly what I want to a form.This seems to work to start with - at the moment, I'm just drawing some rectangle for testing purposes so a PNG may present new difficulties but I haven't got there yet.
What I haven't been able to accomplish is updating the graphic - The first time the form is rendered, it shows perfectly as I'd expect (no border, just some rectangles floating on a desktop). If I move the windows behind the transparent window, the transparent window doesn't update/re-paintI believe that I need to be calling Me.Invalidate() to force a re-draw but am unsure when I should make the call - How do I know a window behind me has changed its' contents?
Edit: I tried putting a Me.Invalidate() inside a timer just to test how the redraw happens - it seems that it does trigger a re-draw but the re-draw opccurs OVER the existing form background - ie an area that was originally 50% opaque is now 75% opaque (50% + 50% of what was there before)So, after a couple of Invalidate()s, my form is showing as a black box - I need to clear the background of the form before re-drawing but Graphics.Clear(Color) seems to simply do a fill with the specified color - and obviously for the purposes of this question, Colors.Transparent doesn't really mean transparent - It seems to be a trick used when rendering the window to "show contents of control beneath this" which just doesn't work when we're dealing with the form itself?
Imports System.Drawing Public Class TransparentForm Private Timer As Timers.Timer
This form has a picturebox and a button. The program draws a random line onto the picturebox every time the button is pressed. I want to modify the program so that it also draws a line onto the picturebox when the program is first run. I added a draw() to the form_load event but that didn't work. What do I need to do?
Public Class Form1 Dim x1 As Integer Dim y1 As Integer
I am working on a simple NES gaming reprogramming project (who doesn't try to program video games when they start out?) and am coming up with a goofy little error in my battle screen code. The Battle Screen is supposed to trigger and draw this form, but the thing redraws itself three or four times, creating an obvious and obnoxious triple-blink. Basically, the OnPaint event is still a bit of a mystery to me. Is there a way to reduce the amount of redraws so that it doesn't blink like it does?
Public Class Form1 Dim provider, dataFile, connString As String Dim enemyTop, enemyLeft, enemyWidth, enemyHeight As Integer
I'm using .NET 2.0 Windows Forms and want to add "drawing" components such as lines, rectangles, etc.. I've done this before in MS Access, but I can't seem to find similar things in teh Visual Studio 2005 IDE. Where do I need to look to find these elements?
I'm trying to save a panel control as a bitmap using the following code (VB.net):
Private Sub SaveFileDialog1_FileOk(ByVal sender As System.Object, ByVal e As System.ComponentModel.CancelEventArgs) Handles SaveFileDialog1.FileOk filename = SaveFileDialog1.FileName
Is there a way to draw in the foreground of a container control. Such as a Panel, or PictureBox.
I need to be able to draw across multiple controls all within the same container.
Lets say, that you have a Panel containing Five Buttons. Is there a way to draw say a line across all five buttons, that will show as a continuous line, using only the Graphics object of the container?
I can only get the line drawn in the background such that the controls are drawn over the line and it appears broken. In the actual usage there are 25 controls and I would rather not have to loop through each contorl and drawn the line if needed, every time the control is invalidated.
I am trying to draw some multi colour text onto a form using the paint event and the GDI+ object (note it has to be done using the GDI as i will be needing to scale and do bmp pixel manipulation on the resulting graphic . I have so far managed to create a class and collection winch allow the user to move the text around and change the displayed string, font and colour.
My question is how can i change my class so that it draws multi colour text? and if possible allow the user (uinsg the mouse to graphically select parts of the text.
First, the overall objective is to find the best point within a multipoint filled 'star', at which to start drawing text. That is, depending upon the size of the star and the number of points, there is a larger or smaller area within the points that is filled with colour. So a 5 point star has a relatively small area that is filled, in which to draw text. A 40 point star of the same radius has a much larger area filled. If I can determine the size of this area as a rectangle, then I can measure the string and draw within it using the best fit font and starting position. The code below is an attempt to answer the question but I am stuck trying to find the text area rectangle within the filled portion of the star. Some of the code exists purely to explore the means to determine how to identify this rectangle (and is probably the totally wrong direction).
The second part of the problem is in exploring the options, I tried to draw a vector to different points on the circumference of the star. This is the code highlighted. The lines drawn do not seem to be the correct length nor the correct angle but I cannot see why.[code]...
how to Draw text directly to the screen - effectively overlapping anything underneath it - but have it out side a form area! I would really like to have no user interface at all if possible I know what I wanted after recently using FRAPs.
draw individual pixels, without resorting to drawing a line and setting it's length to 1. Is there an actual ability to draw a pixel that is just 1 pixel big?
So I've created a custom ListView by inheriting it and overriding the OnDrawSubItem(). I can now draw icons in several of the columns. It's pretty nice! My question is, is there anyway to do this for the ListViewGroup? I'd like to place an icon just before the group text.
I created an application in VS2005 that draws text with a custom font and color. The images look great from my XP machine. But from another machine running Windows Vista, the graphics are messed up. It seems that the transparencies inherit the default black background so there's this gray'ish/black haze around the text...