Winforms: SuspendLayout/ResumeLayout is not enough? - c#

I have a library of a few "custom controls". Essentially we have our own buttons, rounder corner panels, and a few groupboxes with some custom paint. Despite the "math" in the OnPaint methods, the controls are pretty standard. Most of the time, all we do is draw the rounded corners and add gradient to the background. We use GDI+ for all that.
These controls are ok (and very nice looking according to our customers), however and despite the DoubleBuffer, you can see some redrawing, especially when there are 20++ buttons (for example) on the same form. On form load you see the buttons drawing… which is annoying.
I'm pretty sure that our buttons are not the fastest thing on earth but my question is: if double buffer is "on", shouldn't all that redraw happen in background and the Windows subsystem should show the results "instantly" ?
On the other hand, if there's "complex" foreach loop that will create labels, add them to a panel (double buffered) and change their properties, if we suspendlayout of the panel before the loop and resume layout of the panel when the loop is over, shouldn't all these controls (labels and buttons) appear "almost instantly"? This doesn't happen like that, you can see the panel being filled.
Any idea why this is not happening? I know it's hard to evaluate without sample code but that's hard to replicate too. I could make a video with a camera, but trust me on this one, it's not fast :)

We've seen this problem too.
One way we've seen to "fix" it is to completely suspend drawing of the control until we're ready to go. To accomplish this, we send the WM_SETREDRAW message to the control:
// Note that WM_SetRedraw = 0XB
// Suspend drawing.
UnsafeSharedNativeMethods.SendMessage(handle, WindowMessages.WM_SETREDRAW, IntPtr.Zero, IntPtr.Zero);
...
// Resume drawing.
UnsafeSharedNativeMethods.SendMessage(handle, WindowMessages.WM_SETREDRAW, new IntPtr(1), IntPtr.Zero);

One of the things you should look at is whether you have set BackColor=Transparent on any of the child controls of your panels. The BackColor=Transparent will significantly degrade rendering performance especially if parent panels are using gradients.
Windows Forms does not use real transparency, rather it is uses "fake" one. Each child control paint call generates paint call on parent so parent can paint its background over which the child control paints its content so it appears transparent.
So if you have 50 child controls that will generate additional 50 paint calls on parent control for background painting. And since gradients are generally slower you will see performance degradation.
Hope this helps.

I'll approach your problem from a performance angle.
foreach loop that will create labels,
add them to a panel (double buffered)
and change their properties
If that's the order things are done, there's room for improvement. First create all your labels, change their properties, and when they are all ready, add them to the panel: Panel.Controls.AddRange(Control[])
Most of the time, all we do is draw
the rounded corners and add gradient
to the background
Are you doing the same thing over and over again? How are your gradients generated? Writing an image can't be that slow. I once had to create a 1680x1050 gradient in-memory, and it was really fast, like, too fast for Stopwatch, so drawing a gradient can't be so hard.
My advice would be to try and cache some stuff. Open Paint, draw your corners and save to disk, or generate an image in-memory just once. Then load (and resize) as needed. Same for the gradient.
Even if different buttons have different colors, but the same motif, you can create a bitmap with Paint or whatever and at runtime load it and multiply the Color values by another Color.
EDIT:
if we suspendlayout of the panel before the
loop and resume layout of the panel when the loop is over
That's not what SuspendLayout and ResumeLayout are for. They suspend the layout logic, that is, the automatic positioning of the controls. Most relevant with FlowLayoutPanel and TableLayoutPanel.
As for doublebuffering, I'm not sure it applies to custom draw code (haven't tried). I guess you should implement your own.
Doublebuffering in a nutshell:
It's very simple, a couple lines of code. On the paint event, render to a bitmap instead of rendering to the Graphics object, and then draw that bitmap to the Graphics object.

In addition to the DoubleBuffered property, also try adding this to your control's constructor:
SetStyle(ControlStyles.OptimizedDoubleBuffer |
ControlStyles.AllPaintingInWmPaint, true);
And if that ends up not being enough (which I'm gonna go out on a limb and say it isn't), consider having a look at my answer to this question and suspend/resume the redraw of the panel or Form. This would let your layout operations complete, then do all of the drawing once that's done.

You may want to look at the answer to my question, How do I suspend painting for a control and its children? for a better Suspend/Resume.

It sounds like what you are looking for is a "composited" display, where the entire application is drawn all at once, almost like one big bitmap. This is what happens with WPF applications, except the "chrome" surrounding the application (things like the title bar, resize handles and scrollbars).
Note that normally, unless you've messed with some of the window styles, each Windows Form control is responsible for painting itself. That is, every control gets a crack at the WM_ PAINT, WM_ NCPAINT, WM_ERASEBKGND, etc painting related messages and handles these message independently. What this means for you is that double buffering only applies to the single control you are dealing with. To get somewhat close to a clean, composited effect, you need to concern yourself not just with your custom controls that you are drawing, but also the container controls on which they are placed. For example, if you have a Form that contains a GroupBox which in turn contains a number of custom drawn buttons, each of these controls should have there DoubleBuffered property set to True. Note that this property is protected, so this means you either end up inheriting for the various controls (just to set the double buffering property) or you use reflection to set the protected property. Also, not all Windows Form controls respect the DoubleBuffered property, as internally some of them are just wrappers around the native "common" controls.
There is a way to set a composited flag if you are targeting Windows XP (and presumably later). There is the WS_ EX_ COMPOSITED window style. I have used it before to mix results. It doesn't work well with WPF/WinForm hybrid applications and also does not play well with the DataGridView control. If you go this route, be sure you do lots of testing on different machines because I've seen strange results. In the end, I abandoned used of this approach.

Maybe first draw on a control-only 'visible' (private) buffer and then render it:
In your control
BufferedGraphicsContext gfxManager;
BufferedGraphics gfxBuffer;
Graphics gfx;
A function to install graphics
private void InstallGFX(bool forceInstall)
{
if (forceInstall || gfxManager == null)
{
gfxManager = BufferedGraphicsManager.Current;
gfxBuffer = gfxManager.Allocate(this.CreateGraphics(), new Rectangle(0, 0, Width, Height));
gfx = gfxBuffer.Graphics;
}
}
In its paint method
protected override void OnPaint(PaintEventArgs e)
{
InstallGFX(false);
// .. use GFX to draw
gfxBuffer.Render(e.Graphics);
}
In its resize method
protected override void OnSizeChanged(EventArgs e)
{
base.OnSizeChanged(e);
InstallGFX(true); // To reallocate drawing space of new size
}
The code above has been somewhat tested.

I had the same problem with a tablelayoutpanel when switching usercontrols that I wanted displayed.
I completely got rid of the flicker by creating a class that inherited the table, then enabled doublebuffering.
using System;
using System.Collections.Generic;
using System.Text;
using System.Windows.Forms;
namespace myNameSpace.Forms.UserControls
{
public class TableLayoutPanelNoFlicker : TableLayoutPanel
{
public TableLayoutPanelNoFlicker()
{
this.DoubleBuffered = true;
}
}
}

I've had a lot of similar issues in the past, and the way I resolved it was to use a third-party UI suite (that is, DevExpress) rather than the standard Microsoft controls.
I started out using the Microsoft standard controls, but I found that I was constantly debugging issues which were caused by their controls. The problem is made worse by the fact that Microsoft generally does not fix any of the issues which are identified and they do very little to provide suitable workarounds.
I switched to DevExpress, and I have nothing but good things to say. The product is solid, they provide great support and documentation and yes they actually listen to their customers. Any time I had a question or an issue, I got a friendly response within 24 hours. In a couple of cases, I did find a bug and in both instances, they implemented a fix for the next service release.

I have seen bad winforms flicker on forms where the controls referred to a missing font.
This is probably not common, but it's worth looking into if you've tried everything else.

Related

How to move objects in winForms to create animation [duplicate]

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.

How to prevent PictureBox internally refreshes itself?

I have a very fast loop which renders animation in a Bitmap buffer and adds filter to it (by using LockBits/UnlockBits to access to the raw data and Marshaling changes to it.) in an independent thread.
I wanted to figure out a way to display the render on the Form, real-time, so I created a PictureBox and linked its Image to the bitmap I created. Everytime immediately after the bitmap is unlocked, I refreshed the PictureBox (using delegate, to do cross-threading) so that the rendering is updated properly.
It's totally fine and works very fast, but one big problem came out as I tried dragging the form to the border of the screen, to see if any bug would appear, and oops, the app collapse..saying 'the bitmap is being locked' This happens when either there's other window moving above the PictureBox or the PictureBox is dragged partially out of the screen. I suspice it because PictureBox can refresh itself when redraw is neccessary, and it does when the bitmap is still being locked. So...any way to sovle this problem? Or anyother ways to render the my animation better?
One of possible solutions could be is create your custom MyPictureBox : PictureBox (say) class which override OnPaintBackground, like this:
protected override OnPaintBackground(...)
{
// nothing, an empty method
}
But I'm not very sure that this will work, you should to check this by yourself.
What I would do, personally, considering your comment:
I have a very fast loop which renders animation in a Bitmap buffer and
adds filter to it (by using LockBits/UnlockBits to access to the raw
data and Marshaling changes to it.) in an independent thread
just forget about PictureBox, cause I found it, personally, too generic and non suitable for high performance rendering. Just write a simple class that handles the drawing of specified bitmap on specified surface.
Imo, this is a best choice.
You can't do that.
Instead, you should copy the image (on the background thread) and put the copy in the PictureBox.
For better performance, you can swap between two images to avoid creating too many images.

How to build efficient KPI list for WinForms

I need to build a Windows control that displays KPI indicators. Something similar to the one displayed at the following picture.
alt text http://www.novolocus.com/wp-content/uploads/2008/03/normal.JPG
There are also the following requirements:
List needs to refresh from a background thread every ~15 seconds
It needs to handle 100+ indicators
My initial idea was to use FlowLayoutPanel with a combination of a label and picturebox (for each row). I managed to create exactly the same thing but as list grows and refreshes itselft, UI becomes unresponsive and memory footprint is increasing.
I tried the same approach with GridView and some 3rd party components but every time the result was similar UI would eventually freeze completely because it could not handle that many items refreshing.
So, how would you approach this problem, what would you do create this control, which objects would you choose to build UI and how would you refresh it. (If there is a 3rd party control that looks good that might also work for me).
A layout like that should not lead to an increasing memory footprint, or a slowdown.
Your description sounds more like a resource leak in your control (not Disposing graphic objects). Make sure that you know that the IDisposable interface implies the need of using(){} for Brush, Graphics and Image objects.
A short sample:
using (Graphics g = Graphics.FromImage(picture))
using (Brush fill = new SolidBrush(Color.Yellow))
{
g.FillRectangle(fill, x0, y0, x1, y1);
}

Partial transparency with C# .NET 3.5 WinForms?

I'm making a .NET 3.5 app with a form that draws a partially transparent black background. I'm overriding OnPaintBackground to accomplish this:
protected override void OnPaintBackground( PaintEventArgs e )
{
using ( Brush brush = new SolidBrush( Color.FromArgb( 155, Color.Black ) ) )
{
e.Graphics.FillRectangle( brush, e.ClipRectangle );
}
}
It works, but occasionally the form draws over itself without clearing the screen, making the transparency darker than it should be. I've tried playing with Graphics.Flush() and Graphics.Clear(), but it either doesn't help or completely removes transparency. Any suggestions?
Edit:
Here's what it looks like, after starting the app on the left, and after the form redraws itself a few times (in response to tabbing from one control to another) on the right:
Transparency Issue http://www.quicksnapper.com/files/5085/17725729384A10347269148_m.png
Edit 2:
I was trying a few things out this morning and noticed that when the desktop behind the transparent portions change, it's not actually being redrawn. For example, if I open Task Manager and put it behind the window, you don't see it refreshing itself. This makes sense with what I've been seeing with the transparency levels. Is there a function to make Windows redraw the area behind your window?
Edit 3:
I've tried changing a few properties on the form, but they all result in the form drawing non-transparent black:
this.AllowTransparency = true;
this.DoubleBuffered = true;
this.Opacity = .99;
I'm going to try creating a separate window for the transparent portion as overslacked mentioned, but any other ideas are still welcome.
I think I would call this expected behavior, actually. What I would do is render my background to an in-memory bitmap and, in the paint event, copy that to the form (basic double-buffering).
If I'm way off base, could you post a screenshot? I don't know that I'm imagining what you're describing correctly.
EDIT:
I'm wondering about your use of OnPaintBackground... pre-.NET, if you were doing double-buffering you'd catch and ignore the WM_ERASKBKGND message (to prevent flicker), render your image to an offscreen buffer, and copy from the buffer to the screen on WM_PAINT. So, try changing from the OnPaintBackground to OnPaint.
I haven't done too much of this kind of thing in .NET, but I had a pretty good handle on it before; I just don't know if it'll translate well or not!
EDIT 2:
Marc, the more I think about what you're trying to do, the more problems appear. I was going to suggest creating a background thread dedicated to capturing the screen and rendering it darkened; however, in order to remove your own form you'd have to set the visibility to false which would create other problems....
If you're unwilling to give up, I would suggest creating two windows and "binding" them together. Create a semi-opaque window (by setting opacity) for your background window, and create a second "normal" window for the foreground. Use SetWindowRgn on the foreground window to cut away the background and position them on top of each other.
Good luck!
Is Graphics.CompositingMode set to CompositingMode.SourceCopy? That should cause painting the background twice to be equivalent to painting it once, since it will replace the existing alpha/color data instead of compositing over it.

Simple animation using C#/Windows Forms

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.

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