Looking at the project you posted, the flickering is really bad when you have the first tab selected, with the gradient-filled group boxes. With the second or third tab showing, there's hardly any flicker, if at all.

So clearly the problem has something to do with the controls you're showing on that tab page. A quick glance at the code for the custom gradient-filled group box class gives away the more specific cause. You're doing a lot of really expensive processing each time you draw one of the groupbox controls. Because each groupbox control has to repaint itself each time the form is resized, that code is getting executed an unbelievable number of times.
Plus, you have the controls' background set to "Transparent", which has to be faked in WinForms by asking the parent window to draw itself first inside the control window to produce the background pixels. The control then draws itself on top of that. This is also more work than filling the control's background with a solid color like SystemColors.Control
, and it's causing you to see the form's pixels being drawn while you resize the form, before the groupboxes have a chance to paint themselves.
Here's the specific code I'm talking about from your custom gradient-filled groupbox control class:
protected override void OnPaint(PaintEventArgs e)
{
if (Visible)
{
Graphics gr = e.Graphics;
Rectangle clipRectangle = new Rectangle(new Point(0, 0), this.Size);
Size tSize = TextRenderer.MeasureText(Text, this.Font);
Rectangle r1 = new Rectangle(0, (tSize.Height / 2), Width - 2, Height - tSize.Height / 2 - 2);
Rectangle r2 = new Rectangle(0, 0, Width, Height);
Rectangle textRect = new Rectangle(6, 0, tSize.Width, tSize.Height);
GraphicsPath gp = new GraphicsPath();
gp.AddRectangle(r2);
gp.AddRectangle(r1);
gp.FillMode = FillMode.Alternate;
gr.FillRectangle(new SolidBrush(Parent.BackColor), clipRectangle);
LinearGradientBrush gradBrush;
gradBrush = new LinearGradientBrush(clipRectangle, SystemColors.GradientInactiveCaption, SystemColors.InactiveCaptionText, LinearGradientMode.BackwardDiagonal);
gr.FillPath(gradBrush, RoundedRectangle.Create(r1, 7));
Pen borderPen = new Pen(BorderColor);
gr.DrawPath(borderPen, RoundedRectangle.Create(r1, 7));
gr.FillRectangle(gradBrush, textRect);
gr.DrawRectangle(borderPen, textRect);
gr.DrawString(Text, base.Font, new SolidBrush(ForeColor), 6, 0);
}
}
protected override void OnPaintBackground(PaintEventArgs pevent)
{
if (this.BackColor == Color.Transparent)
base.OnPaintBackground(pevent);
}
And now that you've seen the code, red warning flags ought to go up. You're creating a bunch of GDI+ objects (brushes, pens, regions, etc.), but failing to Dispose
any of them! Almost all of that code should be wrapped in using
statements. That's just sloppy coding.
Doing all of that work costs something. When the computer is forced to devote so much time to rendering controls, other things lag behind. You see a flicker as it strains to keep up with the resize. It's no different than anything else that overloads a computer (like a computing the value of pi), it's just really easy to do so when you use as many custom drawn controls like you do here. Transparency is hard in Win32, and so is a lot of custom 3D painting. It makes the UI look and feel clunky to the user. Yet another reason that I don't understand the rush away from native controls.
You really only have three options:
- Deal with the flicker. (I agree, this is not a good option.)
- Use different controls, like the standard, built-in ones. Sure, they may not have a fancy gradient effect, but that's going to look broken half of the time anyway if the user has customized their Windows theme. It's also reasonably hard to read black text on a dark gray background.
- Change the painting code within your custom controls to do less work. You may be able to get by with some simple "optimizations" that don't cost you any of the visual effects, but I suspect this is unlikely. It's a tradeoff between speed and eye candy. Doing nothing is always faster.