How to fix the flickering in User controls - c#

In my application i am constantly moving from one control to another. I have created no. of user controls, but during navigation my controls gets flicker. it takes 1 or 2 sec to update. I tried to set this
SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
or
SetStyle(ControlStyles.UserPaint, true);
SetStyle(ControlStyles.AllPaintingInWmPaint, true);
SetStyle(ControlStyles.DoubleBuffer, true);
but it didn't help... Each control has same background image with different controls.
So what is the solution for it..
Thanks.

It is not the kind of flicker that double-buffering can solve. Nor BeginUpdate or SuspendLayout. You've got too many controls, the BackgroundImage can make it a lot worse.
It starts when the UserControl paints itself. It draws the BackgroundImage, leaving holes where the child control windows go. Each child control then gets a message to paint itself, they'll fill in the hole with their window content. When you have a lot of controls, those holes are visible to the user for a while. They are normally white, contrasting badly with the BackgroundImage when it is dark. Or they can be black if the form has its Opacity or TransparencyKey property set, contrasting badly with just about anything.
This is a pretty fundamental limitation of Windows Forms, it is stuck with the way Windows renders windows. Fixed by WPF btw, it doesn't use windows for child controls. What you'd want is double-buffering the entire form, including the child controls. That's possible, check my code in this thread for the solution. It has side-effects though, and doesn't actually increase painting speed. The code is simple, paste this in your form (not the user control):
protected override CreateParams CreateParams {
get {
CreateParams cp = base.CreateParams;
cp.ExStyle |= 0x02000000; // Turn on WS_EX_COMPOSITED
return cp;
}
}
There are many things you can do to improve painting speed, to the point that the flicker isn't noticeable anymore. Start by tackling the BackgroundImage. They can be really expensive when the source image is large and needs to be shrunk to fit the control. Change the BackgroundImageLayout property to "Tile". If that gives a noticeable speed-up, go back to your painting program and resize the image to be a better match with the typical control size. Or write code in the UC's OnResize() method to create a properly sized copy of the image so that it doesn't have to be resized every time the control repaints. Use the Format32bppPArgb pixel format for that copy, it renders about 10 times faster than any other pixel format.
Next thing you can do is prevent the holes from being so noticeable and contrasting badly with the image. You can turn off the WS_CLIPCHILDREN style flag for the UC, the flag that prevents the UC from painting in the area where the child controls go. Paste this code in the UserControl's code:
protected override CreateParams CreateParams {
get {
var parms = base.CreateParams;
parms.Style &= ~0x02000000; // Turn off WS_CLIPCHILDREN
return parms;
}
}
The child controls will now paint themselves on top of the background image. You might still see them painting themselves one by one, but the ugly intermediate white or black hole won't be visible.
Last but not least, reducing the number of child controls is always a good approach to solve slow painting problems. Override the UC's OnPaint() event and draw what is now shown in a child. Particular Label and PictureBox are very wasteful. Convenient for point and click but their light-weight alternative (drawing a string or an image) takes only a single line of code in your OnPaint() method.

This is a real issue, and the answer Hans Passant gave is great for saving the flicker. However, there are side effects as he mentioned, and they can be ugly (UI ugly). As stated, "You can turn off the WS_CLIPCHILDREN style flag for the UC", but that only turns it off for a UC. The components on the main form still have issues.
Example, a panel scroll bar doesn't paint, because it is technically in the child area. However the child component doesn't draw the scroll bar, so it doesn't get painted until mouse over (or another event triggers it).
Also, animated icons (changing icons in a wait loop) doesn't work. Removing icons on a tabPage.ImageKey doesn't resize/repaint the other tabPages appropriately.
So I was looking for a way to turn off the WS_CLIPCHILDREN on initial painting so my Form will load nicely painted, or better yet only turn it on while resizing my form with a lot of components.
The trick is to get the application to call CreateParams with the desired WS_EX_COMPOSITED/WS_CLIPCHILDREN style. I found a hack here (https://web.archive.org/web/20161026205944/http://www.angryhacker.com/blog/archive/2010/07/21/how-to-get-rid-of-flicker-on-windows-forms-applications.aspx) and it works great. Thanks AngryHacker!
I put the TurnOnFormLevelDoubleBuffering() call in the form ResizeBegin event and TurnOffFormLevelDoubleBuffering() call in the form ResizeEnd event (or just leave it WS_CLIPCHILDREN after it is initially painted properly.)
int originalExStyle = -1;
bool enableFormLevelDoubleBuffering = true;
protected override CreateParams CreateParams
{
get
{
if (originalExStyle == -1)
originalExStyle = base.CreateParams.ExStyle;
CreateParams cp = base.CreateParams;
if (enableFormLevelDoubleBuffering)
cp.ExStyle |= 0x02000000; // WS_EX_COMPOSITED
else
cp.ExStyle = originalExStyle;
return cp;
}
}
public void TurnOffFormLevelDoubleBuffering()
{
enableFormLevelDoubleBuffering = false;
this.MaximizeBox = true;
}

If you are doing any custom painting in the control (i.e. overriding OnPaint) you can try the double buffering yourself.
Image image;
protected override OnPaint(...) {
if (image == null || needRepaint) {
image = new Bitmap(Width, Height);
using (Graphics g = Graphics.FromImage(image)) {
// do any painting in image instead of control
}
needRepaint = false;
}
e.Graphics.DrawImage(image, 0, 0);
}
And invalidate your control with a property NeedRepaint
Otherwise the above answer with SuspendLayout and ResumeLayout is probably what you want.

Put the code bellow in your constructor or OnLoad event and if you're using some sort of custom user control that having sub controls, you'll need to make sure that these custom controls are also double buffered (even though in MS documentation they say it's set to true by default).
If you're making a custom control, you might want to add this flag into your ctor:
SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
Optionally you can use this code in your Form/Control:
foreach (Control control in Controls)
{
typeof(Control).InvokeMember("DoubleBuffered",
BindingFlags.SetProperty | BindingFlags.Instance | BindingFlags.NonPublic,
null, control, new object[] { true });
}
We iterating through all the controls in the form/control and accessing their DoubleBuffered property and then we change it to true in order to make each control on the form double buffered. The reason we do reflection here, is because imagine you have a control that has child controls that are not accessible, that way, even if they're private controls, we'll still change their property to true.
More information about double buffering technique can be found here.
There is another property I usually override to sort this problem:
protected override CreateParams CreateParams
{
get
{
CreateParams parms = base.CreateParams;
parms.ExStyle |= 0x00000020; // WS_EX_COMPOSITED
return parms;
}
}
WS_EX_COMPOSITED - Paints all descendants of a window in bottom-to-top painting order using double-buffering.
You can find more of these style flags here.
Hope that helps!

Try BeginUpdate/EndUpdate OR SuspendLayout/ResumeLayout methods.
See following
How to fix nested winform control flicker issues
Flickering during updates to Controls in WinForms (e.g. DataGridView)

Just to add to the answer Hans gave:
(TLDR version: Transparency is heavier than you think, use only solid colors everywhere)
If WS_EX_COMPOSITED, DoubleBuffered and WS_CLIPCHILDREN did not solve your flicker (for me WS_CLIPCHILDREN made it even worse), try this: go through ALL your controls and all your code, and wherever you have Any transparency or semi-transparency for BackColor, ForeColor, or any other color, just remove it, use only solid colors. In most of the cases where you think you just have to use transparency, you don't. Re-design your code and controls, and use solid colors.
I had terrible, terrible flickering and the program was running sluggish. Once I removed transparency it sped up significantly, and there is 0 flicker.
EDIT: To add further, I just discovered that WS_EX_COMPOSITED doesn't have to be window-wide, it could be applied just to specific controls! This saved me a lot of trouble. Just make a custom control inherited from whatever control you need, and paste the already posted override for WS_EX_COMPOSITED. This way you get low-level double-buffer on this control only, avoiding the nasty side-effects in the rest of the application!

On the main form or user control where background image resides set the BackgroundImageLayout property to Center or Stretch. You will notice a big difference when the user control is rendering.

I tried to add this as a comment but I don't have enough points. This is the only thing that's ever helped my flickering problems so many thanks to Hans for his post. For anyone that's using c++ builder like myself here's the translation
Add the CreateParams declaration to your application's main form .h file e.g.
class TYourMainFrom : public TForm
{
protected:
virtual void __fastcall CreateParams(TCreateParams &Params);
}
and add this to your .cpp file
void __fastcall TYourMainForm::CreateParams(TCreateParams &Params)
{
Params.ExStyle |= 0x02000000; // Turn on WS_EX_COMPOSITED
TForm::CreateParams(Params);
}

I know this question is very old, but want to give my experience on it.
I had a lot of problems with Tabcontrol flickering in a form with overrided OnPaint and/or OnPaintBackGround in Windows 8 using .NET 4.0.
The only think that worked has been NOT USE the Graphics.DrawImage method in OnPaint overrides, in other words, when draw was done directly to the Graphics provided by the PaintEventArgs, even painting all the rectangle, the flickering dissapeared. But if call the DrawImage method, even drawing a clipped Bitmap, (created for double buffering) the flicker appears.
Hope it helps!

I combined this flicker fix and this font fix, then I had to add a bit of my own code to start a timer on paint to Invalidate the TabControl when it goes offscreen and back, etc..
All three make this:
using System;
using System.Runtime.InteropServices;
using System.Windows.Forms;
public class TabControlEx:TabControl
{
[DllImport("user32.dll")]
private static extern IntPtr SendMessage(IntPtr hWnd, int Msg, IntPtr wParam, IntPtr lParam);
private const int WM_PAINT = 0x0f;
private const int WM_SETFONT = 0x30;
private const int WM_FONTCHANGE = 0x1d;
private System.Drawing.Bitmap buffer;
private Timer timer = new Timer();
public TabControlEx()
{
timer.Interval = 1;
timer.Tick += timer_Tick;
this.SetStyle(ControlStyles.UserPaint | ControlStyles.DoubleBuffer | ControlStyles.AllPaintingInWmPaint, true);
}
void timer_Tick(object sender, EventArgs e)
{
this.Invalidate();
this.Update();
timer.Stop();
}
protected override void WndProc(ref Message m)
{
if (m.Msg == WM_PAINT) timer.Start();
base.WndProc(ref m);
}
protected override void OnPaint(PaintEventArgs pevent)
{
this.SetStyle(ControlStyles.UserPaint, false);
base.OnPaint(pevent);
System.Drawing.Rectangle o = pevent.ClipRectangle;
System.Drawing.Graphics.FromImage(buffer).Clear(System.Drawing.SystemColors.Control);
if (o.Width > 0 && o.Height > 0)
DrawToBitmap(buffer, new System.Drawing.Rectangle(0, 0, Width, o.Height));
pevent.Graphics.DrawImageUnscaled(buffer, 0, 0);
this.SetStyle(ControlStyles.UserPaint, true);
}
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
buffer = new System.Drawing.Bitmap(Width, Height);
}
protected override void OnCreateControl()
{
base.OnCreateControl();
this.OnFontChanged(EventArgs.Empty);
}
protected override void OnFontChanged(EventArgs e)
{
base.OnFontChanged(e);
IntPtr hFont = this.Font.ToHfont();
SendMessage(this.Handle, WM_SETFONT, hFont, (IntPtr)(-1));
SendMessage(this.Handle, WM_FONTCHANGE, IntPtr.Zero, IntPtr.Zero);
this.UpdateStyles();
}
}
I'm not the creator but from what I understand the bitmap does all the bug bypassing.
This was the only thing that definitively solved TabControl (with Icons) flicker for me.
difference result video: vanilla tabcontrol vs tabcontrolex
http://gfycat.com/FineGlitteringDeermouse
ps. you will need to set HotTrack = true, because this fixes that bug too

Did you try Control.DoubleBuffered Property?
Gets or sets a value indicating whether this control should redraw its surface using a secondary buffer to reduce or prevent flicker.
Also this and this might help.

There is no need of any Double buffering and all that stuff guys...
A Simple solution...
If you are using MDI Interface, just paste the code below in the main form. It will remove all flickering from the pages. However some pages which require more time for loading will showup in 1 or 2 secs. But this is better than showing a flickering page in which each item comes one by one.
This is the only best solution for whole application. See the code to put in the main form:
protected override CreateParams CreateParams {
get {
CreateParams cp = base.CreateParams;
cp.ExStyle |= 0x02000000; // Turn on WS_EX_COMPOSITED
return cp;
}
}

Related

How to set initial color of owner drawn control

Scenario
Having a Windows Forms Form-derived form that contains a Panel-derived control:
The form gets a black background color set:
public MyForm()
{
InitializeComponent();
base.BackColor = Color.Black;
}
And the panel control is configured to be double buffered and the like, as described here, here and here:
public MyPanel()
{
base.DoubleBuffered = true;
SetStyle(ControlStyles.AllPaintingInWmPaint, true);
SetStyle(ControlStyles.ResizeRedraw, true);
SetStyle(ControlStyles.UserPaint, true);
SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
UpdateStyles();
}
The actual drawing is done inside these overrides in MyPanel:
protected override void OnPaintBackground(PaintEventArgs e)
{
e.Graphics.Clear(Color.Black);
}
protected override void OnPaint(PaintEventArgs e)
{
e.Graphics.Clear(Color.Black);
}
Wrong behaviour
Every now and then, when the form is initially shown, my owner drawn panel is shortly drawn as white, before my own drawing code is actually called:
After my drawing code is called, everything is drawn correctly and I never can reproduce the white background again:
Even resizing the window and panel does not make it flicker in white.
Enforcing the wrong behavior
I can enforce the initial white-drawn of my panel, if I put a sleep in the Shown event handler of my form:
private void MyForm_Shown(object sender, EventArgs e)
{
Thread.Sleep(1000);
}
The panel is shown in white for 1000 ms just before my owner-drawn paint code is being called.
My question
How can I avoid the initial white displaying when having an owner drawn/custom drawn panel?
My goal is to have the control "know" its initial background color (black in my example) right from the start, not after it is initially shown.
Some thoughts
I've tried to play with all kind of things including the CreateParams property, but with no visible success.
My initial idea was to provide some initial background color through the WNDCLASSEX structure, but after digging through the Reference Source, I still have no clue whether this is possible and would help.
Whole code
Just to be safe, following is my whole code.
MyForm.cs:
public partial class MyForm : Form
{
public MyForm()
{
InitializeComponent();
base.BackColor = Color.Black;
}
private void MyForm_Shown(object sender, EventArgs e)
{
Thread.Sleep(1000);
}
}
MyPanel.cs:
public class MyPanel : Panel
{
public MyPanel()
{
base.DoubleBuffered = true;
SetStyle(ControlStyles.AllPaintingInWmPaint, true);
SetStyle(ControlStyles.ResizeRedraw, true);
SetStyle(ControlStyles.UserPaint, true);
SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
UpdateStyles();
}
protected override void OnPaintBackground(PaintEventArgs e)
{
e.Graphics.Clear(Color.Black);
}
protected override void OnPaint(PaintEventArgs e)
{
e.Graphics.Clear(Color.Black);
}
}
I had a custom control, pretty much completely self-drawn, that was dynamically getting added to a Form in the dropdown mechanism in PropertyGrid.
If I read your problem right, it's basically the same overall issue.
I had BackColor set and was fine. But with DoubleBuffer set, it seems to just ignore it for a bit.
Taking in all of the existing comments on the question, I was able to have this solution, and hope the details help someone else make their own.
Problem 1
My control flickered unless I repainted whole control every OnPaint.
If did proper painting only attempting to paint things that intersected the e.ClipRectangle, then it would flicker in real-time, like effects from invalidates that had to do when the mouse was moved. Attempt to Paint whole thing, no problem.
I watched trace output real-time and watched all of my draws and invalidates print, and never a time where should be introducing flicker myself, on myself directly.
Problem 2
If I turn on DoubleBuffered, then instead it flickered badly as the control was shown every time opening the dropdown. From white background only for 100-200 ms, at least, then to black and rendered foreground suddenly in one step.
Problem 3
I never actually needed double buffer. Both the problem 1 and 2 were always related to WM_ERASEBKGND.
The actual original flicker seems to be caused by WM_ERASEBKGND very briefly visibly whacking my already painted thing, right before I painted it again. Did not really need actual double buffering in my case. For some reason when I was blindly painting the whole list maybe the timing was different and was painting over the erase before could see it.
All that said, if I turn DoubleBuffered on which removes WM_ERASEBKGND via turning on AllPaintingInWmPaint, then initial background won't be painted until I suppose the double buffer and paint process works its way, all the way through the first time.
Problem 4
If I let the WM_ERASEBKGND "just happen", then it's still double painting, and I don't know if or when it might end up flicking anyway for someone else.
If I only turn on SetStyle(OptimizedDoubleBuffer, then I now know I'll be letting the initial background paint and not flicker on show. But I also know I'm using double buffer to mask the WM_ERASEBKGND for the entirety of the life of the control after it is shown.
So....
I did something like this:
Part 1
if the user of the control sees a need to double buffer doing something that might flicker, create a way for them to easily enable it, without forcing AllPaintingInWmPaint. Like if they want to use Paint or a DrawXXX event and doing something that animates or something related to mouse movement.
bool _isDoubleBuffer;
[Category("Behavior")]
public virtual bool DoubleBuffer
{
get { return _isDoubleBuffer; } // dont care about real SetStyle state
set
{
if (value != DoubleBuffer)
{
_isDoubleBuffer = value;
SetStyle(ControlStyles.OptimizedDoubleBuffer, value);
}
}
}
Part 2
Manage WM_ERASEBKGND yourself, as the choice is otherwise 1) always off with AllPaintingInWmPaint, and no background paint on show, or 2) violating what double buffer expects where it would be always masking the WM_ERASEBKGND.
protected override void WndProc(ref Message m)
{
switch (m.Msg)
{
case WM_ERASEBKGND:
if (_hasPaintForeground && _isDoubleBuffer)
return;
}
base.WndProc(ref m);
}
Part 3
You are now your own decider of what AllPaintingInWmPaint means.
In this case would want the initial messages to process like normal. When we knew for sure the .Net and DoubleBuffer side was finally kicking it, by seeing our first real paint happen, then turn WM_ERASEBKGND off for the duration.
bool _hasPaintForeground;
protected override void OnPaint(PaintEventArgs e)
{
// your paint code here, if any
base.OnPaint(e);
if (!_hasPaintForeground) // read cheaper than write every time
{
_hasPaintForeground = true;
}
}
Part 4
In my case, I also had originally gimped the OnBackground draw, which works if you are opaque drawing each element yourself in OnPaint. This allowed me to not have double buffer on for so long until I started following the clip and changed the timing so that I started also seeing the other WM_ERASEBKGND side effects and issues.
protected override void OnPaintBackground(PaintEventArgs e)
{ // Paint default background until first time paint foreground.
if (!_hasPaintForeground) // This will kill background image but stop background flicker
{ // and eliminate a lot of code, and need for double buffer.
base.OnPaintBackground(e);
} // PaintBackground is needed on first show so no white background
}
I may not need this part anymore, but if my DoubleBuffer is off then I would. So long as I'm always painting opaque in OnPaint covering the whole draw Clip area.
Addendum:
In addition to all of that....
Separate issue with text render.
It looks like if I render only 250 x 42, like two rows and two text renders, which all occur in one OnPaint, verified with Diagnostics.Trace.WriteLine, then the text renders at least one monitor frame later, every single time. Making it look like the text is flashing. Is just 2x paint background single color then 2x paint text each for rows.
However, if I attempt to paint the whole client area of like 250 x 512 or whatever, like 17 rows, even though the e.Clip is exactly those two rows, because I'm the one that invalidated it, then no flicker of the text, 0 flicker.
There is either some timing issue or other side effect. But that's 17 chances instead of two, for at least one row to flicker text where the whole background is shown before the text renders, and it never happens. If I try to only render rows that are in the clip area it happens every time.
There is def something going with .Net or Windows. I tried with both g.DrawString and TextRenderer.DrawText and they both do it. Flicker if draw 2, not flicker if attempt to draw 17. Every time.
Maybe has something to do with drawing text near the mouse pointer, when OnPaint comes back too quickly?
Maybe if I draw enough things or OnPaint takes longer to come back, it's doing double buffer anyway? Dunno
So....
It's a good thing I went through this exercise with the original question.
I may choose to just render the whole client every time, but I'll never be able to do it the "right way" without something like my example code above.

How to offer the user the possibility to paint consistently a custom control with additional controls on it

To make it simple, let's suppose to have a custom control with fully personalized graphics and that contains also inside a panel (with thin black borders in the picture):
Now, the custom control should provide the user with a mechanism to personalize it further. Let's suppose for instance that the user needs to paint the red vertical line on it (see picture). The line is partly on the user control background and partly on the panel. Like it is now, by using the control_paint event the user will end up on painting below the panel.
What would you suggest in similar cases to make the life easier to the user?
EDIT
The panel is just an example. Instead of that I have two other controls (one for instance is a ruler, which paints labels an ticks according to various parameters) whose logic is quite complex.
You can create a transparent control, and put the transparent control above your other controls for drawing purpose and make it invisible when you don't need.
Here is the code for Transparent control and a simple line, then you can put required logic for painting in OnMouseMove and OnMouseDown and OnMouseUp and draw what you need, simply like I did in OnPaint:
using System.Drawing;
using System.Windows.Forms;
public class TransparentControl : Control
{
public TransparentControl()
{
SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.SupportsTransparentBackColor, true);
}
protected override void OnPaintBackground(PaintEventArgs e)
{
}
protected override void OnPaint(PaintEventArgs e)
{
e.Graphics.DrawLine(Pens.Red, 0, 0, Width, Height);
}
protected override CreateParams CreateParams
{
get
{
CreateParams cp = base.CreateParams;
cp.ExStyle |= 0x20;
return cp;
}
}
}

C# Windows Form Application Transparent button

I'm new to C#. I'd like to create an invisible button, but they are click-able in C# windows form application. Is there a way? I tried BackColor to Transparent, but that does not change the fact that it is transparent
Its simple try this.
Click the button that you want to make transparent.
Select FlatStyle from Properties and set it to popup
Now change the BackColor property to Transparent.
This will make the button transparent.
However if you want to make it transparent over a PictureBox this method wont work..
It works only on normal backgrounds and background images.
Hope it works....
buttonLink.FlatStyle = FlatStyle.Flat;
buttonLink.BackColor = Color.Transparent;
buttonLink.FlatAppearance.MouseDownBackColor = Color.Transparent;
buttonLink.FlatAppearance.MouseOverBackColor = Color.Transparent;
The answers given just make the background color of the control you want to make transparent the same as the background color of its parent. It's not true transparency and windows forms doesn't support true transparency.
Windows Forms controls do not support true transparency. The background of a
transparent Windows Forms control is painted by its parent.
https://learn.microsoft.com/en-us/dotnet/desktop/winforms/controls/how-to-give-your-control-a-transparent-background?view=netframeworkdesktop-4.8&redirectedfrom=MSDN
Reference:
Original article and code can be found at:
Displaying a ToolTip when the Mouse Hovers Over a Disabled Control
# CodeProject by tetsushmz
Code:
public class TransparentSheet : ContainerControl
{
public TransparentSheet()
{
// Disable painting the background.
this.SetStyle(ControlStyles.Opaque, true);
this.UpdateStyles();
// Make sure to set the AutoScaleMode property to None
// so that the location and size property don't automatically change
// when placed in a form that has different font than this.
this.AutoScaleMode = AutoScaleMode.None;
// Tab stop on a transparent sheet makes no sense.
this.TabStop = false;
}
private const short WS_EX_TRANSPARENT = 0x20;
protected override CreateParams CreateParams
{
[SecurityPermission(SecurityAction.LinkDemand, UnmanagedCode = true)]
get
{
CreateParams l_cp;
l_cp = base.CreateParams;
l_cp.ExStyle = (l_cp.ExStyle | WS_EX_TRANSPARENT);
return l_cp;
}
}
}
Explanation:
What you need to do is use the given control as an overlay on your disabled TextBox (that you mentioned in one of your comments). Sibscribe to the overlay control's Click event and you have yourself a click on a disabled control.
I strongly recommend against this approach and feel it is kind of a hack. You really should look for an alternative approach instead of having to use a disabled control with an overlay control on top of it.
Maybe a different UI or atleast wrap it up in a UserControl to isolate this messy logic.
Setting the background property of the button to transparent will still leave a border. If you want a completely transparent button, do one of 2 things:
Create a transparent panel and assign a method to the Click event
or preferably
Create a custom UserControl that is filled with only BackColor (set to transparent) and assign method to Click event.
public class Invisible_Button : UserControl
{
protected override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
this.Cursor = Cursors.Hand;
}
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
e.Graphics.FillRectangle(new SolidBrush(this.BackColor), 0, 0, this.Width, this.Height);
}
}
Did you try button.Visible = false?
If all you want is to hide it, this will do the job.

transparent richTextBox

how can I make my richtext box transparent
I want this cuz I am trying to put a text on top of a graphic image (which is the background of my form).
That is why I wanted the richTextBox to be transparent,
I am using .NET ,c# and in a windows form application
I know this answer is very late, but I hope it helps others who would like an easy way to get this done.
First, create a new User Control in your project and give it a name, say CustomRTB.cs. Once done, open the partial class and change:
public partial class CustomRTB : UserControl
to:
public partial class CustomRTB : RichTextBox
This will cause an error when you open the Design file so just go to the Designer.cs file and remove/comment the lines which show errors (there will be no more than two lines with errors). Next, add the following to the partial class:
protected override CreateParams CreateParams
{
get
{
//This makes the control's background transparent
CreateParams CP = base.CreateParams;
CP.ExStyle |= 0x20;
return CP;
}
}
The class should look like this now:
public partial class CustomRTB : RichTextBox
{
public CustomRTB()
{
InitializeComponent();
}
protected override CreateParams CreateParams
{
get
{
//This makes the control's background transparent
CreateParams CP = base.CreateParams;
CP.ExStyle |= 0x20;
return CP;
}
}
}
Now build your solution and you will be able to use the control in your forms. This control will be completely transparent and you will not be able to adjust the transparency. You will also be able to create different transparent controls apart from a richtextbox by changing the first line in this code. Hope this helps :)
Edit:
The problem with the above control is that it can only be used to display text programmatically as it is problematic to edit while running or debugging the application (as #nevelis explains in the comment below). However, there is a simple workaround for this:
First, create another User Control in your project and name it TranslucentPanel.cs (Yes, it is a panel and it is going to be translucent whose opacity can be controlled programmatically). Now open the partial class and modify it as:
public partial class TranslucentPanel : Panel
{
public TranslucentPanel()
{
InitializeComponent();
SetStyle(ControlStyles.SupportsTransparentBackColor |
ControlStyles.OptimizedDoubleBuffer |
ControlStyles.AllPaintingInWmPaint |
ControlStyles.ResizeRedraw |
ControlStyles.UserPaint, true);
BackColor = Color.Transparent;
}
}
You will have to take care of the error that crops up when you build the project by simply commenting out the line in the Designer.cs file which throws it. Once done, build your project again and the translucent panel will appear in your toolbox as before. Use this panel as a parent control to your transparent richtextbox i.e. place the panel on your form and place the RTB inside it. You can also set the BorderStyle property as None to remove any trace of the RTB from the UI.
You can also control the opacity of the translucent panel by using its BackColor property in your program:
translucentPanel1.BackColor = Color.FromArgb(50, 0, 0, 0);
Changing the arguments passed above will let you control the opacity and the colour of the panel.
This workaround will solve the cursor and scrolling problems of not only the transparent RTB, but also any other transparent control you create.
There is no such thing as true transparency in a WinForms Control. Transparent mode inherits the default background of its parent. The way I have worked around it in the past has been to use the OnPaint event and then use the Graphics.DrawString method to position the text where I want it.
Have you given this a try?
http://www.codeproject.com/KB/edit/AlphaBlendedTextControls.aspx?artkw=richTextBox%20to%20be%20transparent
There is no way to have Windows Forms controls with a transparent background. Many have tried it before and all have failed. Some came up with exotic hacks, but they all fail at some detail. Use WPF or HTML if you need more advanced rendering capabilities than the old Windows Forms can offer you.

During FlowLayoutPanel scrolling, background distorts + flickers

I have a windows form application that has a background. Within it, I have a flowlayoutpanel with a transparent background. When I scroll, the following happens:
I also see some flickering. I've tried all the doublebuffered business, and it doesn't work.
Any suggestions?
this is what worked for me.
public class CustomFlowLayoutPanel : FlowLayoutPanel
{
public CustomFlowLayoutPanel()
: base()
{
this.SetStyle(ControlStyles.UserPaint, true);
this.SetStyle(ControlStyles.AllPaintingInWmPaint, true);
this.SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
}
protected override void OnScroll(ScrollEventArgs se)
{
this.Invalidate();
base.OnScroll(se);
}
protected override CreateParams CreateParams
{
get
{
CreateParams cp = base.CreateParams;
cp.ExStyle |= 0x02000000; // WS_CLIPCHILDREN
return cp;
}
}
}
Yeah, that doesn't work. Here's a class that improves it somewhat:
using System;
using System.Windows.Forms;
class MyFlowLayoutPanel : FlowLayoutPanel {
public MyFlowLayoutPanel() {
this.DoubleBuffered = true;
}
protected override void OnScroll(ScrollEventArgs se) {
this.Invalidate();
base.OnScroll(se);
}
}
Compile and drop it from the top of the toolbox onto your form. It however cannot fix the fundamental problem, the "Show window content while dragging" option. That's a system option, it will be turned on for later versions of Windows. When it is on, Windows itselfs scrolls the content of the panel, then asks the app to draw the part that was revealed by the scroll. The OnScroll method overrides that, ensuring that the entire window is repainted to keep the background image in place. The end-result is not pretty, you'll see the image doing the "pogo", jumping up and down while scrolling.
The only fix for this is turning the system option off. That's not a practical fix, users like the option and it affects every program, not just yours. If you can't live with the pogo then you'll have to give up on the transparency.
I am very pleased to report that Hans, and the internet at large (just learn WPF....pfffft), is wrong here.
The problem is in the WM_HSCROLL and WM_VSCROLL events. Through some trial and error, I found that, if I dragged the scroll bar fast enough, I was able to move a ghost copy of my background over the actual background which was fxied how I wanted it. So whatever is happening inside the scrollable control, Windows is able to keep up and some out of sync redraw is what's causing the shearing.
So how do you solve this problem?
Set your scrollable control to DoubleBuffered.
Catch the WM_HSCROLL/WM_VSCROLL messages. Invalidate. Set the "do_not_paint" flag to true. Call the base.WndProc(). Set the "do_not_paint" flag to false. Update.
Catch the WM_PAINT and related messages. Only call base.WndProc() if the "do_not_paint" flag is false.
What this does is allow the scrollable control to do whatever layout calculations and scrollbar repositioning it needs to do but doesn't let it redraw anything that would trigger the shearing effect.
I added Application.DoEvents() to the Scroll event of the FlowPanel amd that stopped the blurring of the FlowPanel child controls that I was getting.
It´s a little bit late ... but this things happen if you mess with Color.Transparent. Check if your FlowLayoutPanel has Transparent Background. If so, try to change that.
try this
using Extended Window Styles
class MyFlowLayoutPanel : FlowLayoutPanel
{
protected override CreateParams CreateParams
{
get
{
var cp = base.CreateParams;
cp.ExStyle |=0x2000000 | 0x02000000;
return cp;
}
}
public MyFlowLayoutPanel()
{
this.DoubleBuffered = true;
}
protected override void OnScroll(ScrollEventArgs se)
{
this.Invalidate();
base.OnScroll(se);
}
}

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