Today I am trying to solve problem with a blinking panel, when I draw onto it.
Lots of threads I read, like these:
- how to stop flickering C# winforms,
- Double buffering with Panel,
- How can I draw on Panel so it does not blink?
So I tried to draw onto PictureBox, MyPanel with doubleBuffered, but the best solution I found, when I read, that I can't use g.Clear() every time, after that, even on non-doubleBuffered panel, blinking disappeared.
I even read, that I should free Graphics after draw is done. So I use everywhere using(Graphics g = panel.CreateGraphics()).
So my question, is it a great idea to create graphics for bitmap only when I draw something to it? Because before I created Bitmap, and Graphics (only for this bitmap, not for all components), so I had Graphics available for this bitmap every time
Here is my code:
public void newSizeDrawing()
{
Size size = collector.getLetterSize(selectedName);
Size drawingSize = new Size(size.Width * (pixelSizeArray[pixelSize] + 1),size.Height * (pixelSizeArray[pixelSize] + 1));
bitmapDraw = new Bitmap(drawingSize.Width, drawingSize.Height);
int width = (this.MinimumSize.Width - panelDraw.MinimumSize.Width) + drawingSize.Width + 10;
int height = (this.MinimumSize.Height - panelDraw.MinimumSize.Height) + drawingSize.Height + 10;
this.Size = new Size(
(width > this.MinimumSize.Width) ? width : this.MinimumSize.Width,
(height > this.MinimumSize.Height) ? height : this.MinimumSize.Height);
zeroDrawPosition = new Point((panelDraw.Size.Width - bitmapDraw.Width) / 2 - 1, (panelDraw.Size.Height - bitmapDraw.Height) / 2 - 1);
using (Graphics g = panelDraw.CreateGraphics())
{
g.Clear(panelDraw.BackColor);
}
redrawDrawingLetter();
}
public void redrawDrawingLetter()
{
bool[][] grid = collector.getArray(selectedName);
using (Graphics graphicDraw = Graphics.FromImage(bitmapDraw))
{
graphicDraw.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighSpeed;
graphicDraw.Clear(panelDraw.BackColor);
int pxSize = pixelSizeArray[pixelSize];
for (int y = 0; y < grid.Length; y++)
{
for (int x = 0; x < grid[y].Length; x++)
{
graphicDraw.FillRectangle((grid[y][x] ? Brushes.Black : Brushes.White), x * (pxSize + 1), y * (pxSize + 1), pxSize, pxSize);
}
}
}
redrawDrawingPanel();
}
private void redrawDrawingPanel()
{
using (Graphics g = panelDraw.CreateGraphics())
{
if (bitmapDraw != null)
g.DrawImage(bitmapDraw, zeroDrawPosition);
}
}
private void panelDraw_Paint(object sender, PaintEventArgs e)
{
redrawDrawingPanel();
}
Nobody can explain to me how to draw in C# the best way. So maybe my code isn't good, but that is reason why I asking how to do it correctly.
newSizeDrawing
is called by myself only, when user click on + or - button. I have bool double-dimension array if pixel is on or off. This is program for drawing letters for microchips and LED display (often 8px height of letter).
I wrote a method that checks if the mouse moved from one "pixel" to another, so I don't redraw it after every call mouseMove event, because "pixel" can be from 10x10 px to 30x30 px.