I (finally!) found a way of rendering Windows.Forms controls on glass that doesn\'t seem to have any major drawback nor any big implementation time. It\'s inspired by this artic
Here is a version with much less flickering, still not perfect though.
public class GlassControlRenderer : NativeWindow
{
private Control Control;
private Bitmap Bitmap;
private Graphics ControlGraphics;
private object Lock = new object();
protected override void WndProc(ref Message m)
{
switch (m.Msg)
{
case 0x14: // WM_ERASEBKGND
this.CustomPaint();
break;
case 0x0F: // WM_PAINT
case 0x85: // WM_NCPAINT
case 0x100: // WM_KEYDOWN
case 0x101: // WM_KEYUP
case 0x102: // WM_CHAR
case 0x200: // WM_MOUSEMOVE
case 0x2A1: // WM_MOUSEHOVER
case 0x201: // WM_LBUTTONDOWN
case 0x202: // WM_LBUTTONUP
case 0x285: // WM_IME_SELECT
case 0x300: // WM_CUT
case 0x301: // WM_COPY
case 0x302: // WM_PASTE
case 0x303: // WM_CLEAR
case 0x304: // WM_UNDO
base.WndProc(ref m);
this.CustomPaint();
break;
default:
base.WndProc(ref m);
break;
}
}
private Point Offset { get; set; }
public GlassControlRenderer(Control control, int xOffset, int yOffset)
{
this.Offset = new Point(xOffset, yOffset);
this.Control = control;
this.Bitmap = new Bitmap(this.Control.Width, this.Control.Height);
this.ControlGraphics = Graphics.FromHwnd(this.Control.Handle);
this.AssignHandle(this.Control.Handle);
}
public void CustomPaint()
{
this.Control.DrawToBitmap(this.Bitmap, new Rectangle(0, 0, this.Control.Width, this.Control.Height));
this.ControlGraphics.DrawImageUnscaled(this.Bitmap, this.Offset); // -1, -1 for content controls (e.g. TextBox, ListBox)
}
}