OK. Let me see if I'm following this. If "g is a Graphics object,
usually ... the one passed into the _Paint_ event for a Canvas or Window
object" and "_Paint_ is an event that is called by the framework when
it's time to repaint an item" and in that situation _Paint_ "gets passed
a Graphics handle that all the drawing should happen on" and in those
circumstances "you can take that Graphics object and use it when calling
one of the _Draw_ methods," does that mean that you can only use one of
the _Draw_ methods when a _Paint_ event for a Canvas or Window object
has somehow been triggered (since that is that is "usually" how it is
done)?
Not only -- you can get a Graphics object from a Picture for example,
and draw directly into a Picture object. But ultimately, if you want
this to show up on the screen, you should be doing it in the Paint event.
If so, how to you trigger the Paint event (if that's required in order
to be able to use g in one of the Draw methods)? If not - i.e., if the
Paint event is only the "usual" way to get a meaningful value for g as a
passed parameter and not the "only" way - then how else can we
(figuratively speaking) get a "handle" on g?
You can trigger a Paint event by calling Refresh on what you want
painted (so you could call Canvas.Refresh, or Window.Refresh, etc).
Or, to put it yet another way, how does one accomplish the simple act of
drawing a particular card face up at a particular location?
Put the following code in the Window.Paint event:
someCardObject.DrawFaceUp( g, 25, 25 )
That'll draw the card at 25, 25 (relative to the window's upper left of
the client area).
HTH!
~Aaron
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