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SupportsTransparentBackColor The control accepts a Color object with alpha transparency for the background color The UserPaint bit must be set to true, and the control must be derived from theControl class, like this: thisSetStyle(ControlStylesUserPaint, true); UserMouse UserPaint The control does its own mouse processing, and mouse events are not handled by the operating system The control paints itself rather than having the operating system do it This option applies to classes derived from Control
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Let's apply the SetStyle method to achieve double buffering Double buffering can be enabled programmatically with the following code:
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// Activates double buffering thisSetStyle(ControlStylesUserPaint, true); thisSetStyle(ControlStylesAllPaintingInWmPaint, true); thisSetStyle(ControlStylesDoubleBuffer, true); We can also control the redrawing of controls when a control is resized Setting ControlStyleResizeRedraw to true, as in the code snippet that follows, forces controls to be redrawn every time a control (or a form) is resized
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SetStyle(ControlStylesResizeRedraw, true); Sometimes we will not want a control to be redrawn when it is resized In this case we can set ResizeRedraw to false
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Note
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Many controls, such as PictureBox, are double-buffered automatically, which means we don't need to write any additional code when viewing images in a PictureBox control
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134 The Quality and Performance of Drawing
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Drawing performance is inversely proportional to drawing quality GDI+ provides several ways to set the quality of images and text The SmoothingMode and TextRenderingHint properties are used to set image and text quality, respectively The HighQuality and AntiAlias options provide slow drawing performance and better quality; the HighSpeed and None options provide poor quality and fast performance Before using these options, we must decide if we really want to draw anti-aliased objects Sometimes anti-aliasing won't affect the quality of a drawing, and it is bad programming practice to use this processor-intensive feature when it is not required In other cases we might need to set anti-aliasing for just one object out of 50 In these cases it is better to set the anti-alias option for that object only, instead of the entire canvas Sections 1341 through 1346 describe some more tips and tricks that may help improve an application's performance
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1341 Repaint Only the Required Area
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Avoiding unwanted repainting is a good technique to increase painting performance GDI+ provides many techniques for painting only required objects Using regions and clipping rectangles may help in some cases If you need to draw a single object with anti-aliasing on, just set anti-aliasing for that object instead of for the entire surface (form) Using regions is one of the best techniques for repainting only a required area For better performance, you should know what area you need to redraw and invalidate only that area, thereby using regions instead of repainting the entire form See 6 for details of how to invalidate and clip specific regions
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1342 Use Graphics Paths
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Graphics paths may be useful when we need to redraw certain graphics items For example, suppose we have hundreds of graphics items, including lines, rectangles, images, and text associated with a surface but we need to redraw only the rectangles We can create a graphics path with all rectangles and just redraw that path, instead of the entire surface We may also want to use graphics paths when drawing different shapes, depending on the complexity of the application For example, Listing 1311 uses draw methods to draw two lines, two rectangles, and an ellipse We can write this code on a button or a menu click event handler
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Listing 1311 Drawing simple graphics objects
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Graphics g = thisCreateGraphics(); gClear(thisBackColor); // Create a black pen Pen blackPen = new Pen(ColorBlack, 2); // Draw objects gDrawLine(blackPen, 50, 50, 200, 50); gDrawLine(blackPen, 50, 50, 50, 200);
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gDrawRectangle(blackPen, 60, 60, 150, 150); gDrawRectangle(blackPen, 70, 70, 100, 100); gDrawEllipse(blackPen, 90, 90, 50, 50); // Dispose of objects blackPenDispose(); gDispose(); Listing 1312 draws the same graphics objects The only difference is that this code uses a graphics path