Double Buffering when not drawing in OnPaint(): why doesn't it work?
I'm working on a simple vector drawing app in C#/.Net. The drawing is done in a panel, but I'm not using the OnPaint() event for all of it - in fact the OnPaint() even just calls another method which actually draws everything in the document.
I tried to add double buffering, but when I set DoubleBuffered to true, the flicker issue is even worse. Why is this? If I want to double buffer the control, do I absolutely have to do all my drawing in the OnPaint() event, with the supplied Graphics object, instead of using Panel.CreateGraphics() and then drawing to that?
EDIT: This is the basic code I am using.
private void doc_Paint(object sender, PaintEventArgs e)
{
g = doc.CreateGraphics();
Render(ScaleFactor, Offset);
}
private void Render(float ScaleFactor, PointF offset)
{
foreach (Line X in Document.Lines) { DrawLine(X.PointA, X.PointB, X.Color, X.LineWidth); }
}
private void DrawLine(PointF A, PointF B, Color Color, float Width)
{
Pen p = new Pen(Color, Width);
PointF PA = new PointF(((A.X + Offset.X) * ScaleFactor), ((A.Y + Offset.Y) * ScaleFactor));
PointF PB = new PointF(((B.X + Offset.X) * ScaleFactor), ((B.Y + Offset.Y) * ScaleFactor));
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
g.DrawLine(p, PA, PB);
}
The general idea is that the two variables, ScaleFactor and Offset, refer to the zoom level and pan level in the UI. g is a Graphics object.
Solution 1:
g = doc.CreateGraphics();
That's the mistake. Double-buffering can only work if you draw into the buffer. The one that e.Graphics references. Fix:
g = e.Graphics;
Beware that Panel doesn't have double-buffering turned on by default. You'll need to derive your own. Paste this into a new class:
using System;
using System.Windows.Forms;
class BufferedPanel : Panel {
public BufferedPanel() {
this.DoubleBuffered = true;
this.ResizeRedraw = true;
}
}
Compile. Drop it from the top of the toolbox.
Solution 2:
Personally I don't bother with the DoubleBuffered setting. I just draw everything to a bitmap and then in the paint event draw that bitmap on the screen.
Bitmap BackBuffer;
private void MainFormSplitContainerPanel1Paint(object sender, PaintEventArgs e)
{
e.Graphics.Clear(MainFormSplitContainer.Panel1.BackColor);
if (BackBuffer != null)
e.Graphics.DrawImage(BackBuffer, positionX, positionY, SizeX, SizeY);
}