I am not sure what is the best way of using graphics - should I attach my classes to main form Paint event and then do the drawing, or it is better to call it from overidden OnPaint void like this? I mean, is it OK to do that like this:
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e) //what is this good for? My app works without it as well
Graphics g=e.Graphics;
DrawEnemies(g);
UpdateHUD(g);
DrawSelectedUnit(g);
}
It is recommended that controls override the On...
methods rather than subscribe to their own events.
You should call base.OnPaint
to ensure the Paint
method is fired properly.
From MSDN:
The OnPaint method also enables derived classes to handle the event without attaching a delegate. This is the preferred technique for handling the event in a derived class.
Notes to Inheritors
When overriding OnPaint in a derived class, be sure to call the base class's OnPaint method so that registered delegates receive the event.
It doesn't really matter; both work. Overriding OnPaint
might be ever so slightly faster in theory, but it's not a difference that anyone will notice. Microsoft recommends overriding OnPaint
but doesn't really motivate this.
You need to call base.OnPaint
because this method will invoke handlers attached to the Paint
event.
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