I want to create a custom control in C#. But every time I have to fully redraw my control, it flickers, even if I use double buffering (drawing to an Image first, and blitti
It may be good enough to just call
SetStyle(ControlStyles::UserPaint | ControlStyles::AllDrawingInWmPaint, true);
The flickering you are seeing most likely because Windows draws the background of the control first (via WM_ERASEBKGND), then asks your control to do whatever drawing you need to do (via WM_PAINT). By disabling the background paint and doing all painting in your OnPaint override can eliminate the problem in 99% of the cases without the need to use all the memory needed for double buffering.
I pulled this from a working C# program. Other posters have syntax errors and clearly copied from C++ instead of C#
SetStyle(ControlStyles.OptimizedDoubleBuffer |
ControlStyles.UserPaint |
ControlStyles.AllPaintingInWmPaint, true);
You could try putting the following in your constructor after the InitiliseComponent call.
SetStyle(ControlStyles.OptimizedDoubleBuffer |
ControlStyles.UserPaint |
ControlStyles.AllPaintingInWmPaint, true);
EDIT:
If you're giving this a go, if you can, remove your own double buffering code and just have the control draw itself in response to the appropriate virtual methods being called.
You say you've tried double buffering, but then you say drawing to an Image first and blitting that. Have you tried setting DoubleBuffered = true in the constructor rather than doing it yourself with an Image?