Double buffering the whole form can be done by setting the value of the "AllPaintingInWmPaint", "UserPaint" and "DoubleBuffer" ControlStyles to "true" (this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint | ControlStyles.DoubleBuffer, true)).
But this can't happen with a System.Windows.Forms.Panel because the class doesn't allow me to do so. I have found one solution: http://bytes.com/topic/c-sharp/answers/267635-double-buffering-panel-control . I have also tried this: Winforms Double Buffering . It's laggy, even when it's used on a small drawing, I have some custom resources that I'm using in the form and other things because of which I won't turn the whole form into one drawing. And the second one seems to cause problems. Are there other ways to do that?
I'm asking this because I don't want the drawing on the panel to flash all the time when the form is being resized. If there is a way to get rid of the flashing without double buffering, I'll be happy to know.
Use a PictureBox if you don't need scrolling support, it is double-buffered by default. Getting a double-buffered scrollable panel is easy enough:
using System;
using System.Windows.Forms;
class MyPanel : Panel {
public MyPanel() {
this.DoubleBuffered = true;
this.ResizeRedraw = true;
}
}
The ResizeRedraw assignment suppresses a painting optimization for container controls. You'll need this if you do any painting in the panel. Without it, the painting smears when you resize the panel.
Double-buffering actually makes painting slower. Which can have an effect on controls that are drawn later. The hole they leave before being filled may be visible for a while, also perceived as flicker. You'll find counter-measures against the effect in this answer.
I should have posted my solution a long time ago...
Well, here is my solution:
Bitmap buffer = new Bitmap(screenWidth, screenHeight);//set the size of the image
System.Drawing.Graphics gfx = Graphics.FromImage(buffer);//set the graphics to draw on the image
drawStuffWithGraphicsObject(gfx);//draw
pictureBox1.Image = buffer;//set the PictureBox's image to be the buffer
Makes me feel like a complete idiot for finding this solution years after asking this question.
I have tried this with a Panel, but it has proven to be slower when applying the new image. Somewhere I had read, that it is better to use Panel instead of PictureBox. I don't know if I have to add something to the code to speed things up for the Panel, though.
If acceptable you can stop refreshing the panel while resizing and enable it again after, this way you get rid of the ugly flickering.
Related
I need to knock out a quick animation in C#/Windows Forms for a Halloween display. Just some 2D shapes moving about on a solid background. Since this is just a quick one-off project I really don't want to install and learn an entire new set of tools for this. (DirectX dev kits, Silverlight, Flash, etc..) I also have to install this on multiple computers so anything beyond the basic .Net framework (2.0) would be a pain in the arse.
For tools I've got VS2k8, 25 years of development experience, a wheelbarrow, holocaust cloak, and about 2 days to knock this out. I haven't done animation since using assembler on my Atari 130XE (hooray for page flipping and player/missile graphics!)
Advice? Here's some of the things I'd like to know:
I can draw on any empty widget (like a panel) by fiddling with it's OnPaint handler, right? That's how I'd draw a custom widget. Is there a better technique than this?
Is there a page-flipping technique for this kind of thing in Windows Forms? I'm not looking for a high frame rate, just as little flicker/drawing as necessary.
Thanks.
Post Mortem Edit ... "a couple of coding days later"
Well, the project is done. The links below came in handy although a couple of them were 404. (I wish SO would allow more than one reply to be marked "correct"). The biggest problem I had to overcome was flickering, and a persistent bug when I tried to draw on the form directly.
Using the OnPaint event for the Form: bad idea. I never got that to work; lots of mysterious errors (stack overflows, or ArgumentNullExceptions). I wound up using a panel sized to fill the form and that worked fine.
Using the OnPaint method is slow anyway. Somewhere online I read that building the PaintEventArgs was slow, and they weren't kidding. Lots of flickering went away when I abandoned this. Skip the OnPaint/Invalidate() and just paint it yourself.
Setting all of the "double buffering" options on the form still left some flicker that had to be fixed. (And I found conflicting docs that said "set them on the control" and "set them on the form". Well controls don't have a .SetStyle() method.) I haven't tested without them, so they might be doing something (this is the form):
this.SetStyle(ControlStyles.UserPaint, true);
this.SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
this.SetStyle(ControlStyles.AllPaintingInWmPaint, true);
So the workhorse of the code wound up looking like (pf is the panel control):
void PaintPlayField()
{
Bitmap bufl = new Bitmap(pf.Width, pf.Height);
using (Graphics g = Graphics.FromImage(bufl))
{
g.FillRectangle(Brushes.Black, new Rectangle(0, 0, pf.Width, pf.Height));
DrawItems(g);
DrawMoreItems(g);
pf.CreateGraphics().DrawImageUnscaled(bufl, 0, 0);
}
}
And I just called PaintPlayField from the inside of my Timer loop. No flicker at all.
Set off a timer at your desired frame rate. At each timer firing twiddle the internal representation of the shapes on the screen (your model) per the animation motion you want to achieve, then call Invalidate(true). Inside the OnPaint just draw the model on the screen.
Oh yeah, and you probably want to turn Double Buffering on (this is like automatic page flipping).
2d Game Primer
Timer Based Animation
Both of these give good examples of animation. The code is fairly straightforward. i used these when I needed to do a quick animation for my son.
I hope you can help me with this problem, attached videos to explain in a simpler way.
First example
Panel (has a textured background) with labels (the labels have a png image without background)
Events: MouseDown, MouseUp and MouseMove.
As you will notice in the video to drag the label the background turns white panel and regains its background image when I stop dragging the label
Panel controls have a transparent background as property, but changing the background with any color, let the problem occurred related to the substance, I do not understand why this happens and how to fix less.
Second Example
Contains the above, with the only difference that the panel controls instead of having transparent background, I chose black color for that property
You have to use double buffer and you don't have to stop using an image on the background, you can have everything running smoothly.
You have a couple of ways to do this, the fast way (not enough most of the time) is to enable doublebuffer of the panel.
The "slow" but better way is to do your own Double Buffer using a Bitmap object as a buffer.
This example creates a "side buffer" and accepts an image as parameter and draws it using created buffer.
public void DrawSomething(Graphics graphics, Bitmap yourimage)
{
Graphics g;
Bitmap buffer = new Bitmap(yourimage.Width, yourimage.Height, graphics);
g = Graphics.FromImage(buffer);
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
g.DrawImage(yourimage, 0, 0);
graphics.DrawImage(buffer, 0, 0);
g.Dispose();
}
Call this on your OnPaint event.
BTW... this is just a double buffer example.
Cheers
Change DoubleBuffered to true for both form and panel. I think that should solve your problem.
this is totally normal, because System.Windows.Forms.Control based items were not designed to do this kind of advanced Graphics operations.
in fact the reason that this effect happens here, is that when you assign any value other than 255 to the alpha component of a control BackColor, the form does the following when you change the control size or position:
it sets the new control position
it redraws the parent control
it gets the background of the control's parent as an image
it draws acquired image into the control body to seem as if the control is transparent
the control body gets drawn on top of the previously drawn background
the control children are drawn
* this is is a simplified explanation for the sake of illustration to deliver the idea
steps 1, 2 are responsible for the flickering effect that you see.
but you have two ways to solve this,
-the first is some kinda advanced solution but it's very powerful, which is you would have to create a double buffered custom control that would be your viewport.
the second is to use WPF instead of windows forms, as WPF was designed exactly to do this kind of things.
if you can kindly provide some code, i can show you how to do both.
UPDATE: I took a break from messing with the transparency stuff for a few days. I started messing with it again tonight. I got a new result using Hans Passant's solution:
http://img3.imageshack.us/img3/4265/icontransp.jpg
Passant's solution does solve the issue of the transparent background gradient. However, I'm still running into the problem with the transparent colors in my icon blending with the form's BackColor. You can see the fuchsia around various parts of the icon in the above image.
ORIGINAL CONTENT:
I've been going at this for several hours now, and I haven't had much luck. I've messed with Control.Region, Form.TransparencyKey, Form.Opacity, and a couple other random things with some funky effects.
Lately I've been trying to customize my desktop and decided to mess with Application Docks. After seeing what the Mac dock and a few third-party Windows implementations had to offer, I decided I wanted to build my own.
Eventually I want to move on to using the Win32 API. For now I just want to get something working using as much C# and .Net framework capabilities as possible.
There are a few things I want to be able to do in this application:
Display a form/menu with a gradient background.
Allow the form/menu to have transparency while keeping icons opaque.
Display icons that contain transparent backgrounds.
The Menu and Icons should be able to receive mouse-related events (hover, leave, click, dragover, dragdrop, and a few others).
This is the effect I'm shooting for:
http://img207.imageshack.us/img207/5716/desired.jpg
This image shows the visual effects I'm trying to achieve. This was a skin I made for a program called Rainmeter. The image shows Notepad++ behind the skin with a few of the skin's files open in the editor. The menu is transparent, but the icons remain opaque.
My Approach:
Using a Form to act as the menu seemed like a logical first choice to me. I have a basic understanding of events. I'm not quite sure how to create my own click events, so a form would make working with events a tad easier. I considered a few options for the icons. I decided I'd use PictureBoxes for the icons, since they can hold images and receive events.
Once I finished the code for all the structural logic of my menu, I started playing around with it to try to get the visual effect I wanted. Form.Opacity affected the transparency of everything on the form. Since I want the icons to be fully opaque, I left this property alone. I tried setting the BackColor to Color.Transparent, but that gives an error. I played around with a few combinations...
http://img204.imageshack.us/img204/757/effectsi.jpg
I drew the gradient with a Drawing2D.LinearGradientBrush into a Bitmap. This Bitmap was then placed as the Form.BackgroundImage or as a PictureBox.Image. If used, the PictureBox was sized to cover the entire Form and sent to the back.
I noticed that some of the Form.BackgroundColor would be mixed in with the outlines of my icons. The icons have transparency along the edges for a smoother appearance. Since the icons are picking up the Form's BackgroundColor, this makes me think that the PictureBoxes are creating new images when the icons are loaded into the form. The semi-transparent portions of the image are then merged with the Form's BackgroundColor when they should merge with whatever colors are behind the form.
http://img838.imageshack.us/img838/8299/whitedesktop.jpg
In this image you can see the Fuchsia existing in the icons even though the Form's Fuchsia color is now completely transparent. I forgot to point out that the same green to yellow gradient with an Alpha value of 150 was used in every case. In the images where the gradient doesn't look green, it's because the transparent colors are blending with the Fuchsia background.
I'm not really sure what to do from here. I feel like I could get what I want if I could somehow make the Form alone completely transparent. I was also thinking I may have better luck just drawing the icons instead of using PictureBoxes. The problem then would be setting up the icons to receive mouse events. (I've never made my own events, and I think it would involved some Win32 API calls.)
Is there something else I can do with the PictureBoxes to get the effect I want? Whichever the case, I'm open to any ideas or suggestions for the overall effect I'm trying to achieve.
This is pretty easy to do in Winforms. What you need is a sandwich of two forms. The bottom one should provide the transparent gradient background, the top one should draw the icons and handle mouse clicks. Some sample code:
public partial class Form1 : Form {
public Form1() {
InitializeComponent();
this.TopMost = true;
this.FormBorderStyle = FormBorderStyle.None;
this.TransparencyKey = this.BackColor = Color.Fuchsia;
this.Opacity = 0.3;
var overlay = new Form();
overlay.FormBorderStyle = FormBorderStyle.None;
overlay.TransparencyKey = overlay.BackColor = Color.Fuchsia;
overlay.StartPosition = FormStartPosition.Manual;
overlay.Location = this.Location;
overlay.MouseDown += HandleIconClick;
this.Resize += delegate { overlay.Size = this.Size; };
this.LocationChanged += delegate { overlay.Location = this.Location; };
overlay.Paint += PaintIcons;
this.Paint += PaintBackground;
this.Load += delegate { overlay.Show(this); };
}
private void PaintBackground(object sender, PaintEventArgs e) {
var rc = new Rectangle(0, 0, this.ClientSize.Width, this.ClientSize.Height);
using (var br = new LinearGradientBrush(rc, Color.Gainsboro, Color.Yellow, 0f)) {
e.Graphics.FillRectangle(br, rc);
}
}
private void PaintIcons(object sender, PaintEventArgs e) {
e.Graphics.DrawIcon(Properties.Resources.ExampleIcon1, 50, 30);
// etc...
}
void HandleIconClick(object sender, MouseEventArgs e) {
// TODO
}
}
Which looks like this with the somewhat random colors and icon I selected:
OK, I got a bit lost in all that, but from the description in the original paragraph, I would make sure the background rectangle is NOT the visual parent of the pictureboxes. Make them overlapping siblings, with the pictureboxes in front using Panel.Zindex.
Then you can just change the opacity of the rectangle, without affecting the icons. Also make sure the icon source image files have a transparent background.
Should work I think.
Currently I'm trying to do what I thought would be a simple task:
Draw an image onto the full area of a Panel control in Windows Forms. (Please ignore for the moment that I could use the BackgroundImage property)
The image to draw looks like this:
I.e. a yellow box with an 1 pixel blue frame around.
To draw, I'm using the Paint event of the Panel control:
private void panel1_Paint(object sender, PaintEventArgs e)
{
e.Graphics.DrawImage(Resources.MyImage, panel1.ClientRectangle);
}
This looks fine when initially displaying the form:
When resizing the form (and the docked panel, too), it either cuts the edges when being made smaller...
...or it draws artefacts, when being made larger:
I'm pretty sure that there is going on something rather simple and straight-forward but I really cannot understand the reason.
Since I'm ignoring the ClipRectangle and always draw everything, I thought the image would be scaled all the time.
My questions are:
What is the reason for the artefacts? (I love to understand this!)
What do I have to do in order to get rid of the artefacts? (beside calling Invalidate on each resize)
Update, SOLUTION:
Thanks to Ryan's answer, I was able to find an acceptable solution. Basically I derived a class from Panel, did an override of OnPaintBackground and did not call the base method. Last, I added the following code to the constructor of my derived panel:
base.DoubleBuffered = true;
SetStyle(ControlStyles.AllPaintingInWmPaint, true);
SetStyle(ControlStyles.ResizeRedraw, true);
SetStyle(ControlStyles.UserPaint, true);
SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
UpdateStyles();
The reason for the artefacts is that the entire surface isn't redrawn when the form is resized; only the necessary parts are. The generally best solution is what you don't want to do, calling Invalidate on each resize. However, if this is in fact your situation, just use a PictureBox instead. If it's not, you might consider overriding OnPaint in your form instead, and using this.SetStyle(ControlStyles.ResizeRedraw, true) to do this automatically.
I have a form, which sets these styles in constructor:
this.SetStyle(ControlStyles.AllPaintingInWmPaint, true);
this.SetStyle(ControlStyles.UserPaint, true);
this.SetStyle(ControlStyles.ResizeRedraw, true);
this.SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
And I draw some rectangles in Paint event. There are no controls on the form. Hovewer, when I resize the form, there are black strips at right and bottom of the form. Is there any way to get rid of them? I've tried everything, listening for WM_ERASEBKGND in WndProc, manually drawing the form on WM_PAINT, implementing custom double buffer, etc. Is there anything else I could try?
I've found this:
https://connect.microsoft.com/VisualStudio/feedback/details/522441/custom-resizing-of-system-windows-window-flickers
and it looks like it is a bug in DWM, but I just hope I can do some workaround.
Please note that I must use double buffering, since I want to draw pretty intense graphic presentation in the Paint event. I develop in C# .NET 2.0, Win7.
Status Update 1
I've managed to get rid of most of the black stripes by implementing the resize functionality by myself. Hovewer there are still some minor glitches. Is there any way to do resize and paint operation at once? Here is a pseudo-code of what I need to do:
IntPtr hDC;
var size = new Size(250, 200);
IntPtr handle = API.PaintAndResizeBegin(this.Handle /* Form.Handle */,
size.Width, size.Height, out hDC);
using (var g = Graphics.FromHdc(hDC)) {
this.backBuffer.Render(g, size);
}
API.PaintAndResizeCommit(handle);
Is there any way to implement the above code?
The second solution could be to back-buffer whole form, including non-client area. But how to do that? I don't want to paint the non-client area by myself, as I want to keep the nice aero effect on Vista/7. Any help will be deeply appreciated.
Status Update 2
It looks like this problem is unsolvable, since it is omnipresent on Windows, in every application. We can just hope that MS will take some inspiration in Mac OS X and will provide appropriate APIs in new Windows.
I've found the function which can paint and resize window at the same time - UpdateLayeredWindow.
So now it should be possible to create resizable windows, which do not have any strips while being resized. However, you need to paint the window content yourself, so it is a little inconvenient. But I think that using WPF and UpdateLayeredWindow, there shouldn't be any problem.
Update
Found problems. :-) When using UpdateLayeredWindow, you must paint the window's border yourself. So, if you want standard window painted using UpdateLayeredWindow with nice glass effect in win7, you are screwed.
On Microsft Connect is even a thread about this problem, where Microsoft says it is a bug by design, and if it ever gets fixed, then probably in Win8 or some newer system. So there isn't much we could do about this.
I found that it is best not to do any custom rendering directly on the Form surface. Instead, put a docked PictureBox on the form, create Bitmap object that will be displayed in the PictureBox, draw everything onto that using the System.Drawing.Graphics.FromImage(Image) method.
I used that method with a game loop to make a simple shooter game (Crimsonland-style) and got pretty good performance (with anti-aliased lines), above 100 FPS.