The Challenge: Graphics Painteventargs Wonderclass
The Challenge: Graphics Painteventargs Wonderclass
The challenge is to create a project from scratch, which focuses just as much on how to rotate an
image as it does on doing it all in code. From 'scratch', 'home-made', applications are what
is being looked for. Have you got what it takes?
Concept
The concept to rotating images is simple. First, you find a place to put the corners of the picture,
then you map the pixels and a rotated image is made.
Well, it is. Not just for you the programmer, but also for the program. To do this would take a
tremendous amount of resources, and time (at the computers scale).
Luckily, there is. For this subject, the Graphics class is held in high esteem. Not just because it
can do what we want and more, but also because one can be found residing in the
PaintEventArgs of a form, critical to displaying images, diagrams, and other things at runtime.
This 'WonderClass' is great and will seem to be the center of attention for our code.
But before we can get to the code...
We need a respectable GUI!
GUI
Create a new VB project (note this app is possible in the express editions of Visual Studio):
We do this so that the user can't resize the form, causing possible errors in the future.
In order to give a smooth animation, set DoubleBuffered to True. This will make sure that you
don't get any animation flashes, or bad quality.
Once again, be sure that the style is set to FixedSingle.
Images
Before you do the next step, I would recommend that you have the files that are going to be used
as the Background and watch hands. You can either download them below, make your own, or
you can use the source code to retrieve the images (SRC.zip\Watch\Resources).
If you are going to make your own images, the picture size that this article is made for is
256x256. They should all have a transparent background, and the hands should be created
slightly smaller than the watch (but the image size must still be 256x256).
Hour hand
Minute Hand
Second Hand
The Watch Background
Resourceful Import
Import the four Images you should have saved, by changing Form1's BackgroundImage and
importing all four images.
None? The whole purpose of choosing none after we imported the pictures in Resources is so
that we don't have to worry about outside paths in our code, the program is more portable, and it
makes the code cleaner to reference to resources. So don't set any BackgroundImages this was
just for the sake of importing resources.
Make the size of the form 370,370.
This would put our images in the dead-center of the form. Just for looks. :)
Checkpoint 1
If your form looks like this, Good Job! ;)
The key point is the fact that this is a blank form. To help out the 'Homemade' aspect everything
is done at runtime (actually it's much faster this way, and is better for overlaying pictures).
Yes, I photo-imposed an icon. Like it?
Coding It All
In order to get the idea of what needs to be done before we start coding, let's use a table.
It is easy to see that most of the code will be used to rotate and overlay the hands of the clock,
while the first half of the procedures are spent on getting to that point.
Declare!
Before everything will work the way it should, some declarations are needed. These are the ones
necessary to the success of this project.
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Imports System.Windows.Forms
Imports System.Drawing
Imports System.Drawing.Drawing2D
Then declare the following as variables of their specific type. We will use these later:
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Dim clockHour As Double
Dim clockmin As Integer
Declaring our BMPs before the code runs helps so that we can have everything run smoothly. On
the other hand, we need to dispose of them before we close our form. To do this, add a
Form1_FormClosed() event handler.
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Private Sub Form1_FormClosed(ByVal sender As Object, _
ByVal e As System.Windows.Forms.FormClosedEventArgs) Handles Me.FormClosed
secBMP.Dispose()
minBMP.Dispose()
hourBMP.Dispose()
watchBMP.Dispose()
End Sub
Painting
OK, down to business. The main muscle of our code will live within the Form1_Paint() event
handler. This is where we will literally 'paint' the form. Our painters will be Graphics classes
that inherit PaintEventArgs in a way that lets us 'paint' the form. You can also paint controls,
panels, and many other things, but the code might need to be tweaked.
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e.Graphics.DrawImage(WatchBMP, 0, 0)
To begin, let us paint our pocketwatch onto the back of our form.
Since this is within the Form1_paint() Event handler, e refers to the PaintEventArgs. This
class allows us access into the Graphics painters that will paint the form. Here we are just
telling the 'painters' to paint our picture(which is in Resources) at the point (0,0).
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'make 12-hour instead of 24-hour
clockHour = Now.TimeOfDay.Hours
clockHour -= 12
clockHour = 12
End If
hourAng = 30 * ClockHour
minAng = 6 * Now.TimeOfDay.Minutes
secAng = 6 * Now.Second
Before we get our 'painters' to paint the clock's hands, we need to tell them where and how to
paint. So this code converts the normal 24-hour time format into the common analog format of
12-hour. It then calculates the angles according to each corresponding formula, which isn't hard
to figure out, just figure that there are 12 hours needed, divide 360 by 12, then tell your app to
multiply accordingly, and so on.
NOTE: If you haven't yet noticed, when I refer to 'painter', I'm referring to the Graphics Class
that will be use to 'paint' the form. If you aren't a person for analogies, please excuse mine =)
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Dim sec As New Matrix()
sec.Translate(1, 1)
e.Graphics.DrawImage(secBMP, 0, 0)
sec.Dispose()
This snippet makes a Matrix, which before applying the changes to our 'painter', can be
manipulated much more successfully than just the normal Graphics class. First, the matrix is
positioned, rotated at the point necessary to ensure that the hands to the clock do not move off-
center, or even off-screen. Then the changes are applied to our 'painter' using
e.Graphics.Transform = sec. After this, the image is drawn onto the form, and the Matrix is
disposed to empty resources correctly.
Because we have three hands on our clock, and all three work similarly, we find that our code
tends to stay similar, but with some differences. This is one of those cases.
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Dim min As New Matrix()
min.Translate(1, 1)
e.Graphics.Transform = min
e.Graphics.DrawImage(minBMP, 0, 0)
min.Dispose()
Note that the code is the same except for the Image, angle and name, etc. Not much explanation
here. Just a repeat of the last snippet, a change here and there.
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Dim hour As New Matrix()
hour.Translate(0, 0)
e.Graphics.Transform = hour
hour.Dispose()
Here is where it changes. We do everything the same except for where the image is plotted. For
some reason, If you plot the image at the normal point, it causes it to be off-center, the best point
for it is at (44,44).
Almost Done!
Now that our work-bearing procedures are made, we need a way to initiate them.
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Private Sub Timer1_Tick(ByVal sender As System.Object, _
ByVal e As System.EventArgs) Handles Timer1.Tick
Me.Refresh()
End Sub
OK, wait. Just refresh the form? Refreshing the form causes it to repaint itself. This calls our
OnPaint handler which handles all of our duties. So, let's see if this works. Run the form, the
clock should be blank for a split-second, then a picture is seen. More like a home-made picture.
=)
Recap
Well, that was different. A simple sounding subject made hard with the challenge to do as much
of it at runtime and/or from scratch. A matrix can be used to paint the form. Some lifeless images
can be breathed into, and a normal form with NO controls at all can be made to look like a
professional-made user control. For once, you can get something out of nothing. That's the
beauty of programming.