I have WinForms application. I made an user control, which draws a map from coordinates of ca 10k lines. Actualy, not all lines are straight ones, but when the map is zoomed out fully - Bezier curves are irrelevant and are replaced with straight lines.
When the map is zoomed, I have smaller number of lines and curves, so the drawing is fast enough (below 15ms). But when it's zoomed out fully - I need to draw all lines (because all fit into viewport). This is painfully slow. On my very fast machine it takes about 1000ms, so on slower machines it would be an overkill.
Is there a simple way to speed up the drawing?
I use Graphics
object for drawing and I set Graphics.Scale
property to my map fit into my control.
Does this slow things down?
I use Graphics.TranslateTransform()
to ensure the whole map is visible.
Both scale and translate is set only once in OnPaint() event handler.
Then there is a loop which draws ca 10k lines. And I just see them drawing on the screen.
Maybe WPF container would help?
Well, I could probably simplify the map to merge some lines, but I wonder if it's worth the effort. It would complicate the code greatly, would introduce much more calculations, use extra memory and I don't know if at the end of the day it would be considerably faster.
BTW, I tested that processing of all lines (converting from one structure to another with some aditional calculations) takes ca 10ms on my machine. So - the drawing alone costs 100x more time.
EDIT: Now here's the new problem. I've turned double buffering on with:
SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint | ControlStyles.OptimizedDoubleBuffer, true);
Here's my messy OnPaint()
handler:
protected override void OnPaint(PaintEventArgs e) {
base.OnPaint(e);
if (Splines == null) return;
var pens = new[] {
new Pen(TrackColor),
new Pen(TrackColor),
new Pen(RoadColor),
new Pen(RiverColor),
new Pen(CrossColor)
};
var b = Splines.Bounds;
Graphics g = e.Graphics;
g.PageScale = _CurrentScale;
g.TranslateTransform(-b.Left, -b.Top);
int i = 0;
foreach (var s in Splines) {
g.DrawLine(pens[s.T], s.A, s.D);
if (++i > 100) break;
//if (s.L) g.DrawLine(pens[s.T], s.A, s.D);
//else g.DrawBezier(pens[s.T], s.A, s.B, s.C, s.D);
}
foreach (var p in pens) p.Dispose();
}
Take my word the code works, if I only remove OptimizedDoubleBuffer
from styles. When double buffering is on the handler executes properly, each DrawLine
is executed with correct params. But the graphics is not displayed. CPU usage during resizing is next to zero. Like all DrawLine
calls were ignored. What's happening here?