Winforms semi-transparent PNG over semi-transparent PNG - winforms

I think I must be missing something obvious, but I'm unable to find this after several hours of searching. Is there no way to use a PictureBox or other control to contain an image with partial transparent/alpha-blended pixels, and place that over another image and have the blending be based on the image under it?
For example, this produces the results I want:
Place a panel on a form.
Add an OnPaint handler.
In the OnPaint handler draw 1 PNG, then draw another PNG over it, using Graphics.DrawImage for both.
This does not:
Place a PictureBox on a form and set it to a PNG.
Place another PictureBox on the form and set it to a PNG.
Place the 2nd picture box over the first.
...even if the 2nd picture box is just empty and has a background color of Transparent, it still covers the picture below it.
I've read this stems from all winform controls being windows, so by nature they aren't transparent.
...but even the 15 year old platform I'm migrating from, Borland's VCL, had several windowless controls, so it's hard to imaging winforms doesn't at least have some easy solution?
My first example above is one answer, true, but that adds a lot of work when you can only use one big panel and draw all of your "controls" inside of it. Much nicer if you can have separate controls with separate mouse events/etc. Even if not an image control, and a control I have to draw myself, that would be fine, as long as I can just put one image in each control. In VCL they called this a "paint box", just a rectangle area you could place on a form and draw whatever you want on it. Has it's own mouse events, Bounds, etc. If you don't draw anything in it, it is like it's not even there (100% transparent) other than the fact it still gets mouse events, so can be used as a "hot spot" or "target" as well.

The PictureBox control supports transparency well, just set its BackColor property to Transparent. Which will make the pixels of its Parent visible as the background.
The rub is that the designer won't let you make the 2nd picture box a child of the 1st one. All you need is a wee bit of code in the constructor to re-parent it. And give it a new Location since that is relative from the parent. Like this:
public Form1() {
InitializeComponent();
pictureBox1.Controls.Add(pictureBox2);
pictureBox2.Location = new Point(0, 0);
pictureBox2.BackColor = Color.Transparent;
}
Don't hesitate to use OnPaint() btw.

Sorry, I just found this... once I decided to Google for "winforms transparent panel" instead of the searches I was doing before, the TransPictureBox example show seems to do exactly what I need:
Transparency Problem by Overlapped PictureBox's at C#
Looks like there are 2 parts to it:
Set WS_EX_TRANSPARENT for the window style
Override the "draw background" method (or optionally could probably make the control style Opaque).

Related

Need overlapping button in round cornered Winform

Need a quick suggestion for styling a WinForm. I made it with rounded corners even when re-sized. Now trying to add a close button with a image (ControlBox=false), overlapping or clipped to top right corner. This is what I could end with.
But I wish to make it more like in this example image.
How could I achieve this in WinForm.
Here's the trick : your window doesn't just end with the white part. It extends a little bit further. The close button comes under the 'extra' part. The other sides where the window appears to not be there is actually transparent...or in the case of the image, semi-transparent.
The glow effect is provided by the window. Set the TransparencyKey property of the window to Color.Magenta (its a convention as Magenta is the color least likely to be used in a window). Then set the background image to a white background with a little bit of Magenta in the edges. The Magenta will appear transparent when set as the background image.
Fiddle around with TransparencyKey and you'll understand what I mean
Winforms itself cannot provide this for you without outside manipulation of the windows,
because it still uses win32 windows classes in the background.
If you want transparancy in windows: see articles like:
Cool, Semi-transparent and Shaped Dialogs with Standard Controls
And the method in Win32 to do it:
SetLayeredWindowAttributes

Is this how I make custom controls both transparent and flicker-free in Windows? Or do I have one of these steps wrong?

I could begin by asking the question outright or by citing my sources (this, this, this, and this) descriptively, but I'll walk you ll through what I'm trying to do instead.
Let's start with a main window. It has its own window class whose hbrBackground is set to COLOR_BTNFACE + 1. Now let's do
EnableThemeDialogTexture(hwnd, ETDT_ENABLE | ETDT_USETABTEXTURE)
so the tab control we're about to add will be drawn with visual styles. (Try Windows XP with the standard Luna theme for best results.) Now let's add a tab control and two tabs.
On the first tab, we create an instance (let's call it container) of a new window class. This window class is going to hold various controls. I could set hbrBackground to COLOR_BTNFACE + 1, but then it will draw over the tab background. So I want this new child window to be transparent. So what I do is
set the class hbrBackground to GetStockObject(HOLLOW_BRUSH)
set container's extended style to WS_EX_TRANSPARENT
set the class WM_ERASEBKGND handler to do SetBkMode((HDC) wParam, TRANSPARENT); return 0; to set the device context and have Windows draw the transparent background.
So far so good, right? I'm not sure if I'm really doing all this correctly, and I'd like this to also be flicker-free, which doesn't seem to happen: when I resize the window (at least in wine) I get either flicker or garbage drawn (even in child controls, somehow!). Windows XP in a VM just shows flicker. I tried tweaking some settings but to no avail.
But wait, now I want to have another control, one that just draws some bitmap data. On the next tab, create another container, then have a third window class area as a child of that. area only draws in the upper-left 100x100 area and has scrollbars; the rest of the window area should be transparent.
Right now, what I have for area is:
the window class hbrBackground set to NULL and styles CS_HREDRAW and CS_VREDRAW set
the extended window style being 0
the WM_ERASEBKGND simply doing return 1;
the WM_PAINT filling the entire update rect with COLOR_BTNFACE + 1 before drawing, and rendering all of it
This is flicker-free, but obviously not transparent. NOW I'm really not sure what to do, because I want the area to be transparent in such a way that it shows the tab control background. Again, I tried tweaking settings to bring them closer to what I tried above with container, but I got either flicker or invalidation leftovers when I tried.
So how do I get both of these custom control types (the container and the drawing area) to be both flicker-free and transparent?
I presently must target Windows XP at a minimum, though if the solution would be easier with Vista+ only I'd be happy to keep that solution on the side in case I ever drop XP support (unfortunately Stack Overflow doesn't let me hand out silver medals...).
Thanks!
To paint your window in a manner that is "flicker free", you will need to paint your window to a bitmap, then copy the bitmap to the destination device context. On Windows XP, you will need to create a bitmap, adjust the origin of the drawing DC and then paint your window. On Vista and later you can use BeginBufferedPaint and its associated routines to do the buffering for you.
Once you have buffered painting working, you can then use WM_PRINTCLIENT to paint your window's parent window into the your drawing DC before you do any actual drawing. Unfortunately, not all windows will support WM_PRINTCLIENT.
You could consider using DrawThemeParentBackground, rather than WM_PRINTCLIENT directly.
Combining these two methods together will leave you with transparent flicker-free drawing.

Image glimmer or sparkle animation

I've been searching for awhile, but haven't been able to find anything. I'd like to be able to add kind of a glimmer or sparkly animation on an image element in wpf.
Essentially the effect here I'm after here is the same that you get with trading cards that are "foil's".
I'd like to have an image, and then be able to add this animation to it at will. I'm thinking maybe some kind of user control, or template possibly. Hopefully generic enough that I can just toss an image at it and it will just overlay the image and run.
Any ideas?
A simple construction that easily can be turned into a control is by nesting the image in a Grid and adding a second Grid (on top) as a sibling.
De second grid can be given a linear gradient brush that is primarily transparent but does contain a white glimmer.
This brush can be animated; you could move it and change the opacity of the grid/brush.
This way you do not change the image.

WPF Custom Draw Multiple Progress Bar

In processing a group of items, I wanted to display a unified image of the status of the group, so I essentially made a Grid of a number of progressbars with transparent backgrounds and various colored foregrounds all at the same cell.
I'm running into some transparency artifacts (purple bar is actually purple under the green, and sometimes it draws over the top, etc) and it just seems a bit wasteful. So, I decided to make my own, but now I've got a bit of paralysis on how to do it. Do I use the DrawingContext in FrameworkElement's OnRender, or is there something simpler? Is there a set of general rules when it comes to making your own control?
I pondered switching to a pie chart since those are easy to come by, but its high time I did something not off-the-shelf.
Thanks!
I'm not quite sure how you intend the progressbar to combine different progresses, but if say the furthest along progress is at the bottom of the z-index and the least along progress is at the top, then I'd do something on the lines of this:
1) I would probably create a user control for this new progresbar.
2) It would have a property called NumberOfProgresses, that is tied with an array containing status of said progresses.
3) Each progress would be represented by a Border item (or perhaps something more suitable up the visual tree), because it's a simple wpf control with a background property. The background property would be set to nice a looking progress style and the progress color can be bound in the style to say the border's borderbrush property. Making it easy to set the color of the progress.
4) The user control would have a method UpdateProgress which takes the percentage value and the index of the progress in the array as parameters.
5) As progresses are updated you can either, just calculate the appropriate width (user control actual width * percentage) for the border and play around with the Z index to get it displayed at the top/bottom, or stack the borders horizontaly, set the least along progress as first, then for the rest of the progresses you'd have to substract previous progresses lengths to get the same effect.
This way there would be no transparency induced artifacts and no OnRender()...
Mind you, in WPF there should be no reason to mess with OnRender this and OnRender that, like it was required in WinForms with OnPaint.
Just set up the elements via code to get the look you want, and let WPF do it's rendering ;)
I can imagine one problem with this user control though. You'd have to provide feedback to the user as to which color belongs to which progress. But that would probably take you back to square one, meaning it's better/simpler to just display multiple progressbars.

Is this a good case for use of RoutedCommand?

I have a WPF page that has 2 ContentControls on it. Both of the ContentControls have an image, one being much smaller than the other. When mouse over the larger image I want to show a zoomed in view on the smaller image. Something very similar to this: http://www.trekbikes.com/us/en/bikes/urban/soho/soho/.
I think I want the larger image control to send out something that actually contains an image - which the smaller image control would pick up and display. Would this be a good place to take advantage of RoutedCommands? Can I pass along an image like that?
RoutedCommands seem a bit misplaced in this case... you'll want the mouse to respond smoothly and the last thing you want are commands to be fired off here and there.
You're probably better off using a VisualBrush. While Ian Griffith's example here is a magnifying glass (an early canonical VisualBrush example in WPF) you could easily adapt it to show a portion of your image.

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