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    Drag and Drop for Board Games



    Environment: W2K, VS.NET

    This application shows how the drag and drop features in C# could be used to create a simple board game or whatever. I didn't put any type of game in the application in order to keep the source code simple. The application just lets you move the dots around the board. It allows highlighting a tile when you drag over it, doesn't allow dragging onto a tile with a dot, and the cursor changes depending on whether or not you can drop the dot.

    Code

    There are two classes in this project: smDragDropTest and smTile.

    smDragDropTest inherits from System.Windows.Forms.Form and is used for the main form. In order to allow the drag and drop to register properly you must mark your main with [STAThread] if that isn't there it will throw an exception.

    public class smDragDropTest : 
                    System.Windows.Forms.Form

    smTile inherits from System.Windows.Forms.PictureBox and is used for the board tiles

    public class smTile : 
               System.Windows.Forms.PictureBox

    smDragDropTest dynamically creates the smTiles on the form to create a board.

    // Initialize the grid
    grid = new smTile[MAX_GRID_SIZE, MAX_GRID_SIZE];
    
    // Initialize each tile in the grid
    for (int row = 0; row < MAX_GRID_SIZE; row++) {
    
      for (int col = 0; col < MAX_GRID_SIZE; col++) {
    
        try {
          // Create the tile
          grid[row,col] = new smTile();
    
          // Set the location for the tile
          xSpot = (col * IMAGE_WIDTH) + BORDER_OFFSET;
          ySpot = (row * IMAGE_HEIGHT) + BORDER_OFFSET;
          grid[row,col].Location = new Point(xSpot, ySpot);
    
          // Add the tile to the form
          this.Controls.Add(grid[row,col]);
        }
        catch {
          // Just catch an exception, no error handling yet
          System.Console.WriteLine(
          "Exception caught for tile[{0}, {1}]", 
          row, col);
        }
      }
    }

    The smTile constructor loads the images and sets up the event handlers. We are going to handle the mouse down, drag enter, drag leave, and drag drop events. In order for an object to allow dragging you must set the AllowDrop property to true. To see what each event handler does you can look at the code, it is pretty straight forward.

    filledImage = new System.Drawing.Bitmap("dotBox.jpg");
    emptyImage = new System.Drawing.Bitmap("emptyBox.jpg");
    overImage = new System.Drawing.Bitmap("overBox.jpg");
    
    this.MouseDown += new MouseEventHandler(OnMouseDown);
    this.DragEnter += new DragEventHandler(OnDragEnter);
    this.DragDrop += new DragEventHandler(OnDragDrop);
    this.DragLeave += new EventHandler(OnDragLeave);
    this.AllowDrop = true;

    To start the dragging process we use the OnMouseDown event. All you have to do is call DoDragDrop.

    public void OnMouseDown( object sender, 
                             MouseEventArgs e)   
    {
      // Only allowing dragging if there is an item
      if (hasItem) {
    
        // Start the dragging process
        DragDropEffects effect = DoDragDrop( this.Image,
    	                             DragDropEffects.Copy);
    
        // Check to see if the image was dropped somewhere
        if (effect != DragDropEffects.None) {
    
          // It was dropped so remove the item
          RemoveItem();
        }			
      }
    }

    In order to use custom cursors and not the default drag and drop cursors you must override OnGiveFeedback. Once you do that it is your job to change the cursors when you need to.

    protected override void OnGiveFeedback( 
                         GiveFeedbackEventArgs gfbEvent)
    {
      // Allow us to use our own cursors when dragging
      gfbEvent.UseDefaultCursors = false;			
    };

    In OnDragEnter we check to see if the correct data is being dragged into the box by using the GetDataPresent(DataFormats.Bitmap) from the DragEventArgs. If it is the right kind of data we set the Effect property of DragEventArgs to whatever effect you want.  In this case we are dragging around Bitmaps and allowing them to be copied.  Since we handle the images ourselves we don't really care about the data, we are just using it for a place holder to give use the drag and drop functionality.

    // Check to see if we can handle what is being dragged
    if (e.Data.GetDataPresent(DataFormats.Bitmap)) {
    
      // Change the cursor to a hand
      this.Cursor = Cursors.Hand;
    
      // Lets it know what effects can be done
      e.Effect = DragDropEffects.Copy;
    
      // Change the image
      this.Image = overImage;
    }

    Well that is about it. Hopefully someone finds it helpful.

    Downloads

    Download demo project & source- 31 Kb

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