I am trying to implement the following method: void Ball :: DrawOn (Graphics g);
The method should display all previous locations (stored in the queue) of the ball and, finally, the current location. I don't know if this matters, but I print the previous locations using g.DrawEllipse (...) and the current location using g.FillEllipse (...).
The question is, as you might imagine, there is a lot of drawing, and thus the display starts to flicker. I was looking for a way to double the buffer, but all I could find were two ways:
1) System.Windows.Forms.Control.DoubleBuffered = true;
2) SetStyle (ControlStyles.DoubleBuffer | ControlStyles.UserPaint | ControlStyles.AllPaintingInWmPaint, true);
when I try to use the first one, I get an error message explaining that the DoubleBuffered property is not available from this method due to its level of protection. Although I canβt figure out how to use the SetStyle method.
Is it possible to use a double buffer at all , and I have all the access to the graphic object that I get as input in the method?
Thanks Advance,
Edit: I created the following class
namespace doubleBuffer
{
class BufferedBall : System.Windows.Forms.Form{
private Ball ball;
public BufferedBall(Ball ball)
{
this.ball = ball;
}
public void DrawOn(Graphics g){
this.DoubleBuffered = true;
int num = 0;
Rectangle drawArea1 = new Rectangle(5, 35, 30, 100);
LinearGradientBrush linearBrush1 =
new LinearGradientBrush(drawArea1, Color.Green, Color.Orange, LinearGradientMode.Horizontal);
Rectangle drawArea2 = new Rectangle(5, 35, 30, 100);
LinearGradientBrush linearBrush2 =
new LinearGradientBrush(drawArea2, Color.Black, Color.Red, LinearGradientMode.Vertical);
foreach (PointD point in ball.previousLocations)
{
Pen myPen1;
if (num % 3 == 0)
myPen1 = new Pen(Color.Yellow, 1F);
else if (num % 3 == 1)
myPen1 = new Pen(Color.Green, 2F);
else
myPen1 = new Pen(Color.Red, 3F);
num++;
myPen1.DashStyle = System.Drawing.Drawing2D.DashStyle.Solid;
myPen1.StartCap = System.Drawing.Drawing2D.LineCap.RoundAnchor;
myPen1.EndCap = System.Drawing.Drawing2D.LineCap.AnchorMask;
g.DrawEllipse(myPen1, (float)(point.X - ball.radius), (float)(point.Y + ball.radius), (float)(2 * ball.radius), (float)(2 * ball.radius));
}
if ((ball.Host.ElapsedTime * ball.Host.FPS * 10) % 2 == 0){
g.FillEllipse(linearBrush1, (float)(ball.Location.X - ball.radius), (float)(ball.Location.Y + ball.radius), (float)(2 * ball.radius), (float)(2 * ball.radius));
}else{
g.FillEllipse(linearBrush2, (float)(ball.Location.X - ball.radius), (float)(ball.Location.Y + ball.radius), (float)(2 * ball.radius), (float)(2 * ball.radius));
}
}
}
}
and the drawOn ball looks like this:
new BufferedBall(this).DrawOn(g);
Is that what you meant? because it still flickers?