如何等待onPaint完成绘画(C#)
您好,根据此处的线程:如何使用.NET 在内存中动态创建 jpg 图像?
我有这个方法:
int maxVal = 50;
int maxXCells = r.Next(maxVal);
int maxYCells = r.Next(maxVal);
int cellXPosition = r.Next(maxVal);
int cellYPosition = r.Next(maxVal);
int boxSize = 10;
Graphics fg = this.CreateGraphics();
using (var bmp = new System.Drawing.Bitmap(maxXCells * boxSize + 1, maxYCells * boxSize + 1))
{
using (Graphics g = Graphics.FromImage(bmp))
{
g.Clear(Color.Yellow);
Pen pen = new Pen(Color.Black);
pen.Width = 1;
//Draw red rectangle to go behind cross
Rectangle rect = new Rectangle(boxSize * (cellXPosition - 1), boxSize * (cellYPosition - 1), boxSize, boxSize);
g.FillRectangle(new SolidBrush(Color.Red), rect);
//Draw cross
g.DrawLine(pen, boxSize * (cellXPosition - 1), boxSize * (cellYPosition - 1), boxSize * cellXPosition, boxSize * cellYPosition);
g.DrawLine(pen, boxSize * (cellXPosition - 1), boxSize * cellYPosition, boxSize * cellXPosition, boxSize * (cellYPosition - 1));
//Draw horizontal lines
for (int i = 0; i <= maxXCells; i++)
{
g.DrawLine(pen, (i * boxSize), 0, i * boxSize, boxSize * maxYCells);
}
//Draw vertical lines
for (int i = 0; i <= maxYCells; i++)
{
g.DrawLine(pen, 0, (i * boxSize), boxSize * maxXCells, i * boxSize);
}
}
fg.DrawImage(bmp, 0, 0);
fg.Dispose();
}
它根据随机事件触发(可以在一秒钟内触发多次)。我应该怎么做,才能在当前绘图完成后才绘制新图像?目前,我可以看到,如果运行此方法的事件触发速度比绘图完成速度快,则屏幕会闪烁。在上一个绘图完成之前避免绘图的常见解决方案是什么?
这是我在 OnPaint 方法中包含的内容:
protected override void OnPaint(System.Windows.Forms.PaintEventArgs pe)
{
finishedInvalidating = false;
fg = this.CreateGraphics();
lock (bmp)
{
fg.DrawImage(bmp, 0, 0);
}
fg.Dispose();
finishedInvalidating = true;
但这并不能解决问题
---------------------- 更新 ------------ ------
public partial class LadderFrm : Form
{
Bitmap bmp;
int numCols = 3;
int colWidth = 100;
int numRows = 30;
int rowHeight = 20;
bool finishedInvalidating = false;
decimal lastprice;
public LadderFrm()
{
bmp = new System.Drawing.Bitmap(numCols * colWidth + 1, numRows * rowHeight + 1);
prepareLadderGraphics();
}
// prepare initial ladder background
private void prepareLadderGraphics()
{
using (Graphics g = Graphics.FromImage(bmp))
{
g.Clear(Color.LightGray);
Pen pen = new Pen(Color.Black);
pen.Width = 1;
// drawCells
for (int i = 0; i < numCols; i++)
{
for (int j = 0; j < numRows; j++)
{
Rectangle rect = new Rectangle(i * colWidth, j * rowHeight, colWidth, rowHeight);
g.DrawRectangle(pen, rect);
}
}
g.Dispose();
}
}
protected override void OnPaint(System.Windows.Forms.PaintEventArgs pe)
{
Graphics fg = this.CreateGraphics();
lock (fg)
{
lock (bmp)
{
fg.DrawImage(bmp, 0, 0);
}
}
fg.Dispose();
}
public void OrderBookUpdateFn(OrderBookEvent orderBookEvent)
{
if (lastprice != orderBookEvent.ValuationAskPrice)
{
lastprice = orderBookEvent.ValuationAskPrice;
lock (bmp)
{
using (Graphics g = Graphics.FromImage(bmp))
{
Pen pen = new Pen(Color.Black);
pen.Width = 1;
for (int i = 0; i < numRows; i++)
{
Rectangle rect = new Rectangle(colWidth + 1, i*rowHeight + 1, colWidth - 1, rowHeight - 1);
g.FillRectangle(new SolidBrush(Color.LightGray), rect);
g.DrawString(lastPrice.ToString(), new Font(FontFamily.GenericSansSerif, 10), new SolidBrush(Color.Black), new Point(colWidth + 1, i*rowHeight + 1));
}
g.Dispose();
}
this.Invalidate(new Rectangle(0, 0, 1, 1));
}
}
}
上面的代码工作得很好,但我不确定它是否正确。这仅用于测试目的。方法 OrderBookUpdateFn(OrderBookEvent orderBookEvent) 经常被触发(有时每秒数十次)。
Hi based on the thread here: How to create a jpg image dynamically in memory with .NET?
I have this method:
int maxVal = 50;
int maxXCells = r.Next(maxVal);
int maxYCells = r.Next(maxVal);
int cellXPosition = r.Next(maxVal);
int cellYPosition = r.Next(maxVal);
int boxSize = 10;
Graphics fg = this.CreateGraphics();
using (var bmp = new System.Drawing.Bitmap(maxXCells * boxSize + 1, maxYCells * boxSize + 1))
{
using (Graphics g = Graphics.FromImage(bmp))
{
g.Clear(Color.Yellow);
Pen pen = new Pen(Color.Black);
pen.Width = 1;
//Draw red rectangle to go behind cross
Rectangle rect = new Rectangle(boxSize * (cellXPosition - 1), boxSize * (cellYPosition - 1), boxSize, boxSize);
g.FillRectangle(new SolidBrush(Color.Red), rect);
//Draw cross
g.DrawLine(pen, boxSize * (cellXPosition - 1), boxSize * (cellYPosition - 1), boxSize * cellXPosition, boxSize * cellYPosition);
g.DrawLine(pen, boxSize * (cellXPosition - 1), boxSize * cellYPosition, boxSize * cellXPosition, boxSize * (cellYPosition - 1));
//Draw horizontal lines
for (int i = 0; i <= maxXCells; i++)
{
g.DrawLine(pen, (i * boxSize), 0, i * boxSize, boxSize * maxYCells);
}
//Draw vertical lines
for (int i = 0; i <= maxYCells; i++)
{
g.DrawLine(pen, 0, (i * boxSize), boxSize * maxXCells, i * boxSize);
}
}
fg.DrawImage(bmp, 0, 0);
fg.Dispose();
}
It fires based on the random event (can be many times in a second). What should I do, to draw a new image only after current drawing has finished? At the moment, I can seen, that if the event to run this method fires faster than drawing has finished, the screen flickers. What are the common solution to avoiding drawing before previous drawing has finished?
This what I included in OnPaint method:
protected override void OnPaint(System.Windows.Forms.PaintEventArgs pe)
{
finishedInvalidating = false;
fg = this.CreateGraphics();
lock (bmp)
{
fg.DrawImage(bmp, 0, 0);
}
fg.Dispose();
finishedInvalidating = true;
But this does not solve the problem
---------------------- update ------------------
public partial class LadderFrm : Form
{
Bitmap bmp;
int numCols = 3;
int colWidth = 100;
int numRows = 30;
int rowHeight = 20;
bool finishedInvalidating = false;
decimal lastprice;
public LadderFrm()
{
bmp = new System.Drawing.Bitmap(numCols * colWidth + 1, numRows * rowHeight + 1);
prepareLadderGraphics();
}
// prepare initial ladder background
private void prepareLadderGraphics()
{
using (Graphics g = Graphics.FromImage(bmp))
{
g.Clear(Color.LightGray);
Pen pen = new Pen(Color.Black);
pen.Width = 1;
// drawCells
for (int i = 0; i < numCols; i++)
{
for (int j = 0; j < numRows; j++)
{
Rectangle rect = new Rectangle(i * colWidth, j * rowHeight, colWidth, rowHeight);
g.DrawRectangle(pen, rect);
}
}
g.Dispose();
}
}
protected override void OnPaint(System.Windows.Forms.PaintEventArgs pe)
{
Graphics fg = this.CreateGraphics();
lock (fg)
{
lock (bmp)
{
fg.DrawImage(bmp, 0, 0);
}
}
fg.Dispose();
}
public void OrderBookUpdateFn(OrderBookEvent orderBookEvent)
{
if (lastprice != orderBookEvent.ValuationAskPrice)
{
lastprice = orderBookEvent.ValuationAskPrice;
lock (bmp)
{
using (Graphics g = Graphics.FromImage(bmp))
{
Pen pen = new Pen(Color.Black);
pen.Width = 1;
for (int i = 0; i < numRows; i++)
{
Rectangle rect = new Rectangle(colWidth + 1, i*rowHeight + 1, colWidth - 1, rowHeight - 1);
g.FillRectangle(new SolidBrush(Color.LightGray), rect);
g.DrawString(lastPrice.ToString(), new Font(FontFamily.GenericSansSerif, 10), new SolidBrush(Color.Black), new Point(colWidth + 1, i*rowHeight + 1));
}
g.Dispose();
}
this.Invalidate(new Rectangle(0, 0, 1, 1));
}
}
}
Above code works, pretty well, however I am not sure if its correct. This is just for test purpose. Method OrderBookUpdateFn(OrderBookEvent orderBookEvent) gets fired very often (sometimes tens of times a second).
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事件处理程序都在应用程序的主线程中运行,因此在处理前一个事件的方法完成之前不可能启动处理事件的方法。
如果您遇到闪烁,这并不是因为事件处理程序重叠。
The event handlers all run in the main thread of the application, so it's not possible that a method to handle an event is started before the method that handles the previous event is finished.
If you experience flickering, it's not because of overlapping event handlers.
为了避免自绘控件的闪烁,您可以使用 DoubleBuffer 来绘制表单/控件。
将其添加到构造函数中:
一些防闪烁技术
to avoid flickering of selfpainted controls you can DoubleBuffer the drawing of the form / control.
Add this to the constructor:
some anti-flicker techniques
您可以尝试重写 OnPaint 方法,调用 base.OnPaint();然后进行手工绘画。
You could try overriding the OnPaint method, call base.OnPaint(); and then do your manual painting after.