I'm trying to paint a tooltip in the cursor bottom left. I'm using the following code to calculate de Cursor bottom point:
private void PaintTooltip()
{
...
Point target = this.PointToClient(GetCursorPoint()));
...
// paint the tooltip at point target
}
private Point GetCursorPoint()
{
return new Point(
Cursor.Position.X,
Cursor.Position.Y + Cursor.Current.Size.Height - Cursor.Current.HotSpot.Y);
}
Tip: Cursor.Current.Hostpot
usually has 0 value.
Using this code, I'm getting the tooptip some pixels down:
Why am I getting this point?
Because the standard size of a Cursor is 32x32 pixels, but most of the pixels are transparent so you'd have to figure out the "actual" height by inspecting the cursor itself.
For example, I drew the default cursor to a bitmap like this:
Bitmap bmp = new Bitmap(Cursor.Current.Size.Width, Cursor.Current.Size.Height);
using (Graphics g = Graphics.FromImage(bmp))
{
g.Clear(Color.Red);
Cursor.Current.Draw(g, new Rectangle(new Point(0, 0), bmp.Size));
}
pictureBox1.Image = bmp;
So you can clearly see how big the cursor is in relation to its actual size:
EDIT: Here's an example that draws a rectangle below the current cursor position based on the "actual" size of the cursor:
private void button1_Click(object sender, EventArgs e)
{
Rectangle bounds = CursorBounds();
Point pt = new Point(Cursor.Position.X + bounds.Left, Cursor.Position.Y + bounds.Bottom);
ControlPaint.DrawReversibleFrame(new Rectangle(pt, new Size(100, 30)), this.BackColor, FrameStyle.Dashed);
}
private Rectangle CursorBounds()
{
using (Bitmap bmp = new Bitmap(Cursor.Current.Size.Width, Cursor.Current.Size.Height))
{
using (Graphics g = Graphics.FromImage(bmp))
{
g.Clear(Color.Transparent);
Cursor.Current.Draw(g, new Rectangle(new Point(0, 0), bmp.Size));
int xMin = bmp.Width;
int xMax = -1;
int yMin = bmp.Height;
int yMax = -1;
for (int x = 0; x < bmp.Width; x++)
{
for (int y = 0; y < bmp.Height; y++)
{
if (bmp.GetPixel(x, y).A > 0)
{
xMin = Math.Min(xMin, x);
xMax = Math.Max(xMax, x);
yMin = Math.Min(yMin, y);
yMax = Math.Max(yMax, y);
}
}
}
return new Rectangle(new Point(xMin, yMin), new Size((xMax - xMin) + 1, (yMax - yMin) + 1));
}
}
}
I'm really not sure if there's a better way to do this... =\