I added this to my form's constructor code:
this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint | ControlStyles.DoubleBuffer, true);
But it still shows ugly artifacts when it loads the controls, whenever they change (the form and its components change (need updating) often).
What do I need to do differently?
You can enable default double buffering in your forms and authored controls in two ways. You can either set the DoubleBuffered property to true , or you can call the SetStyle method to set the OptimizedDoubleBuffer flag to true .
Double buffering is a term used to describe a device with two buffers. The usage of multiple buffers increases the overall throughput of a device and helps prevents bottlenecks. For example, with graphics, double buffering can show one image or frame while a separate frame is being buffered to be shown next.
Well, the main advantages of double-buffering are: The user does not see every pixel modification (so if the same pixel gets modified 5 times, the user will only see the last one). This helps preventing 'flickering' (or screen flashes).
Single buffer: when data is stored in a section of the system memory. Double buffer: allows for two buffers to be used. Circular buffering: uses a priority-based queue for when more than two buffers are needed.
This only has an effect on the form itself, not the child controls. If you have a lot of them then the time they need to take turns painting themselves becomes noticeable, it leaves a rectangular hole where the control goes that doesn't get filled up until the child control gets it turn.
What you'd need to combat this is double-buffering the entire form and the controls. That's an option available since Windows XP which made the WS_EX_COMPOSITED style flag available. Paste this into your form to turn it on:
protected override CreateParams CreateParams { get { CreateParams cp = base.CreateParams; cp.ExStyle |= 0x02000000; // Turn on WS_EX_COMPOSITED return cp; } }
It doesn't speed up the painting at all, but the form snaps onto the screen after a delay. Eliminating the visible paint artifacts. Really fixing the delay requires not using controls. Which you'd do by using the OnPaint method to draw the 'controls' and making the OnMouseClick event smart about what 'control' got clicked by the user.
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With