private void PlayingField_MouseDown(object sender, MouseEventArgs e)
        {
            /*
             * Looking back over this part of the code, I couldn't help but feel like...
             * this isn't elegant. This is crude. As an advanced-level programmer, we don't ever
             * want to settle for crude. We want elegance. We want our code to be sublime.
             * // First Row
             * if (e.X < (PlayingField.Width / 3) && e.Y < (PlayingField.Height / 3))
             * {
             *  if (theGrid[0, 0] == null)
             *      theGrid[0, 0] = MyTurn;
             *  else return;
             * }
             * if (e.X > (PlayingField.Width / 3) && e.X < (2 * PlayingField.Width / 3) &&
             *  e.Y < (PlayingField.Height / 3))
             * {
             *  if (theGrid[0, 1] == null)
             *      theGrid[0, 1] = MyTurn;
             *  else return;
             * }
             * if (e.X > (2 * PlayingField.Width / 3) && e.Y < (PlayingField.Height / 3))
             * {
             *  if (theGrid[0, 2] == null)
             *      theGrid[0, 2] = MyTurn;
             *  else return;
             * }
             *
             * // Second Row
             * if (e.X < (PlayingField.Width / 3) && e.Y > (PlayingField.Height / 3) &&
             *  e.Y < (2 * PlayingField.Height / 3))
             * {
             *  if (theGrid[1, 0] == null)
             *      theGrid[1, 0] = MyTurn;
             *  else return;
             * }
             * if (e.X > (PlayingField.Width / 3) && e.X < (2 * PlayingField.Width / 3) &&
             *  e.Y > (PlayingField.Height / 3) && e.Y < (2 * PlayingField.Height / 3))
             * {
             *  if (theGrid[1, 1] == null)
             *      theGrid[1, 1] = MyTurn;
             *  else return;
             * }
             * if (e.X > (2 * PlayingField.Width / 3) && e.Y > (PlayingField.Height / 3) &&
             *  e.Y < (2 * PlayingField.Height / 3))
             * {
             *  if (theGrid[1, 2] == null)
             *      theGrid[1, 2] = MyTurn;
             *  else return;
             * }
             *
             * // Third Row
             * if (e.X < (PlayingField.Width / 3) && e.Y > (2 * PlayingField.Height / 3))
             * {
             *  if (theGrid[2, 0] == null)
             *      theGrid[2, 0] = MyTurn;
             *  else return;
             * }
             * if (e.X > (PlayingField.Width / 3) && e.X < (2 * PlayingField.Width / 3) &&
             *  e.Y > (2 * PlayingField.Height / 3))
             * {
             *  if (theGrid[2, 1] == null)
             *      theGrid[2, 1] = MyTurn;
             *  else return;
             * }
             * if (e.X > (2 * PlayingField.Width / 3) && e.Y > (2 * PlayingField.Height / 3))
             * {
             *  if (theGrid[2, 2] == null)
             *      theGrid[2, 2] = MyTurn;
             *  else return;
             * }
             */

            // OH
            // IT GOT FANCY
            // FANCY AF
            if (theGrid[(e.Y / (PlayingField.Height / 3)), (e.X / (PlayingField.Width / 3))] == null)
            {
                theGrid[(e.Y / (PlayingField.Height / 3)), (e.X / (PlayingField.Width / 3))] = MyTurn;
            }
            else
            {
                return;
            }

            PlayingField.Refresh();
            MyTurn           = !MyTurn; // Let the other person play!
            pickingO.Enabled = false;
            pickingX.Enabled = false;
            WinCondition();
        }
 private void Form1_Resize(object sender, EventArgs e)
 {
     PlayingField.Width  = 420 + Math.Min(this.Width - initialWidth, this.Height - initialHeight);
     PlayingField.Height = 420 + Math.Min(this.Width - initialWidth, this.Height - initialHeight);
     PlayingField.Refresh();
 }