c# anchored controls "shakes" while resizing - c#

I have a control on my app that can be resized by the user, it has some button anchored to the top-right side and also a scrollbar.
The problem is that when the control is resized, the controls anchored to the right also changes the position, and only after a few ms the controls goes into the right place. So it looks like the child controls "shakes" while the parent control is resized.
I already tried all kind of things, like using SuspendLayout and ResumeLayout on the parent control, setting double buffering and other styles on each control to true, setting WS_EX_COMPOSITED bit, but nothing seems to make this issue go away.
This issue is present on other apps too, and is pretty annoying.
So is there anyway to fix that on .net?
Maybe making it render everything to a backbuffer, and then when everything is finished render it to screen?

I would create a new event that fires after resize is done, using a little timer magic stopping and starting a timer with an interval about 50ish ms on each resize event you can create this fake ResizeEnd kind of event.
On the first resize event I would stop the drawing of the UI using the dllimport call (dont recall which it was) to stop drawing the contents of your window or control. Then when the resize is done, enable drawing again using the same dllimport call.
The effect would be that it will only redraw itself after resize is done or every 50ms if you pause while resizing.
ResizeEnd: WinForms - action after resize event
SuspendDrawing: How do I suspend painting for a control and its children?

override the below virtual method from namespace using System.Drawing;
protected override Point ScrollToControl(Control activeControl)
{
return AutoScrollPosition;
}
should solve the problem !

Related

How to remove controls from a container without container updating

I have an ordinary Panel control with a bunch of user controls contained within. At the moment, I do the following:
panel.Controls.Clear();
but this has the effect that I see (albeit quickly) each control disappearing individually.
Using SuspendLayout and ResumeLayout does not have any noticeable effect.
Question: Is there a way I can remove ALL controls, and have the container update only when all child controls have been removed?
Edit: the controls I am removing are derived from UserControl, so I have some control over their drawing behaviour. Is there some function I could possibly override in order to prevent the updating as they are removed?
Thank you Hans for your suggestion - yes, it turns out I was leaking controls.
Here's what I ended up doing:
panel.Visible = false;
while (panel.Controls.Count > 0)
{
panel.Controls[0].Dispose();
}
panel.Visible = true;
Basically, I hide the entire panel (which is border-less) before I dispose of each control. Disposing of each control automatically removes said control from the parent container, which is nice. Finally, I make the container visible once more.
What I think you need is Double Buffering.
There are several answers concerning this already on SO like
Winforms Double Buffering,
Enabling Double Buffering
and
How do I enable double-buffering of a control using C# (Windows forms)?
SuspendLayout stops the control redrawing as the children are removed but those actions are still processed in order when you call ResumeLayout. Double Buffering will stop the control painting at all until the offscreen buffer is updated. The update won't happen any quicker but it will be rendered to screen all at once from the buffer. If your machine is very slow you might still get a flicker when the buffer is rendered to the screen, like you would when loading a picture.

Custom control under modaldialog not repainting when moving dialog

What causes this ? Other controls are shown fine ...
public CustomControl()
{
SetStyle(ControlStyles.ResizeRedraw, true);
SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
SetStyle(ControlStyles.UserPaint, true);
}
The customcontrol is placed in a TableLayoutPanel.
...................
Edit: For clarification:
Suppose you have a window-sized control with a small modal dialog form on top. When you move the dialog window, it's like your painting with the window on the control (the borders are painted on the control). The control doesn't repaint itself like other controls do on the same form, ie montcalendar or other custom controls. I can't seem to find the cause of this ?
Small detail of drawing artifact:
Hard to tell from the snippet. The standard mistake is to draw through Control.CreateGraphics() instead of the OnPaint() method. Won't work, Windows lets the OnPaint method run when parts of the control get uncovered. Which wipes out whatever you drew. Another failure mode is deriving from a control that's a wrapper for a native Window control. UserPaint is not supported for these type of controls, the native Windows code has to do the drawing.
It is clear from the screen shot, note how the text is staggered. That's because the OnPaint() override is using the e.ClipRectangle property to figure out where to draw. That value always changes when you slowly drag a window across your control, it only tells you what part of the control needs to be redrawn. It does not tell you where to draw. That has to be based on the control bounds, routinely the rectangle from (0,0) to (ClientSize.Width, ClientSize.Height).
Only ever use e.ClipRectangle to optimize the drawing. Like skipping an expensive drawing detail when it is outside of the clipping rectangle. It is otherwise a small one, Windows is already quite good at clipping automatically.

C#: Scroll/AutoResize child controls in custom control, slow repaint

I'm currently writing an custom control which has to hold child control and have to support scrolling and autorisze.
Autoscrolling is not possible because my control is fully selfpainted an only a part of the control should be scrolled.
Now the the repainting of the Controls is extrem slow, especialy with textbox and buttoncontrols with systempainting. Deactivating systempainting (TextBox.BorderStyle = Borderstyle.Fixed) helps, but the control should also support this. Using SetRedraw and updating the controls afterward doesn't help, because the textbox systemdraw is ignored and the textbox looks ugly. Refreshing my whole control or using `RedrawWindow slows the painting down again.
i also already tried to suspend my control and child controls layout without success.
Does anybody know how to speedup the childcontrol painting like AutoScrolling.
My CustomControl has the Style ControlStyles.AllPaintingInWmPaint | ControlStyles.SupportsTransparentBackColor | ControlStyles.OptimizedDoubleBuffer.
The ChildControl bound is changed on (MyControl)Resize and (ScrollBar)OnValueChanged.
Using a Timer helps a little, but i don't know if this is realy the right solution.
EDIT :
I have found the problem, aufter reactivating SetRedraw and Refresh, OnPaint fires 38 times with 37 Controls. Is the any workaround?
It gets slow with that many controls, 37 of them is just rather a lot. For comparison, Microsoft Outlook uses about 50 windows, you've got 38 for just a control. It gets extra slow because of transparency effects on those controls. The OnPaint() method runs so often to provide the background pixels of the controls. You can't always fix that, a Button for example is going to let its parent draw the background even if it is not transparent. Controls are very convenient but they are not cheap.
Only one way to really get ahead here: stop using so many controls and stop trying to support transparency. Not sure what you use, but a Label for example is especially wasteful. Using TextRenderer.DrawText in your OnPaint method also can draw a label, minus the cost of a Control.
I was able to speed it up, by adding a custom flag which tells me if the OnPaint is fired by my control or by a child control. If my control fires the event i draw my controls content to a bitmap and just blit it for the childcontrols.

UserControl OnPaint always has clipRect of {0,0,0,0}

I have a UserControl with a few buttons on it. I want to override OnPaint and paint some other stuff on the control.
So I override OnPaint.
Whenever OnPaint gets called the ClipRectangle is always {0,0,0,0} and so nothing I do gets drawn on the control.
What am I doing wrong?
Ok, Ive sussed it now. Its a bit silly. I had a TableLayoutPanel that was docked to the control. That seems to clip out all the areas that we can paint on.
I created a new control that derives from TableLayoutPanel and used this control instead. Its OnPaint gets the full clip rect.
However, that wasnt any use anyway... It seems I have misunderstood how Windows painting works. I thought I would be able to paint directly over the top of my controls, but this isnt the case. The controls get placed on top of my painting.
Gonna have to mess about with panels to get this working I reckon..

c# Winforms: Refreshing a portion of a GUI (containing 1 or more controls)

I have a Control that can overlay multiple C# user controls in my GUI. This control has a semi-transparent background in order to 'grey-out' portions of the GUI and the class looks somethink like this:
public greyOutControl: UserControl
{
// Usual stuff here
protected overide OnPaint()
{
paintBackround();
base.OnPaint();
}
}
Currently the control sometimes gets caught in a loop and constantly re-draws the background, making the semi-transparent color appear less and less transparent.
My idea to combat this is the following (in broad terms):
1) Determine what controls the greyOutControl is on top of
2) call Refresh() on those controls to update the display
3) continue drawing the greyOutControl.
My question is: How can I determine which controls the greyOutControl overlaps?, or is there a way that I can refresh only the part of the GUI that greyOutControl covers?
Why don't you keep track of your transparent controls and paint them after all the other controls are drawn?. Painting anything at the top of the Z-order shouldn't cause the other controls to be repainted.
I don't see a direct way of finding the overlapping controls. I think you might need to check the whole control tree to find out that. About refreshing, you can use Control.Invalidate(Rectangle) method to specify which part to refresh.
The solution to this problem I found was to programmatically take a screen shot of the area being overlayed and then use that image as the background for the control being overlayed. This then allows you to put the alpha overlay into the image within the OnPaint() method and the control to draw itself correctly.
This does have the disadvantage that the background isn't updated in the overlapping control, but unless there was a number of event handlers watching if something changes and then update the overlayed control I cant see any way around the issue. Sometimes I regret not trying to use WPF!

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