Video demonstration of the solution: do not forget to switch to 1080p
Written in a virtual machine on a crappy machine. So curious slowly.
You get these artifacts because you are simultaneously doing a combination of three things.
Two large files move the form to another location and resize the form. It also does not help if the shape is translucent. To better understand what I mean, just open VS2013 and resize the window very quickly (in the upper left corner and very quickly follow arbitrary directions), you will see that it cannot keep up at the edges. And yes, you will get different results when you resize from a different position around the window (think about it for a minute and you figure it out).
Aybe, provided a pretty clever solution, but it doesn’t allow you to look at it or see if there are any updates on the panel .... since it basically just copies the last output into a bitmap and uses this as a back buffer (like what, in your opinion, someone can do when he makes a selection in the drawing program).
If you really want to do this with the overlay shape and keep it translucent, you will need to eliminate these three things if you don't want artifacts.
This code requires quite a bit of WIN32 knowledge .... fortunately for you Microsoft has already made a difficult role. We are going to enable pixel transparency in your cover using Microsoft's PerPixelAlphaForm (you can use it). I am inserting the code here. It just creates a window with the WS_EX_LAYERED style. Saves a backbuffer that is alpha-blended with a screen (simple huh?).
/******************************** Module Header ********************************\ Module Name: PerPixelAlphaForm.cs Project: CSWinFormLayeredWindow Copyright (c) Microsoft Corporation. This source is subject to the Microsoft Public License. See http://www.microsoft.com/opensource/licenses.mspx#Ms-PL. All other rights reserved. THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A PARTICULAR PURPOSE. \*******************************************************************************/ #region Using directives using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Text; using System.Windows.Forms; using System.Drawing.Imaging; using System.Runtime.InteropServices; #endregion namespace CSWinFormLayeredWindow { public partial class PerPixelAlphaForm : Form { public PerPixelAlphaForm() { InitializeComponent(); } protected override CreateParams CreateParams { get { // Add the layered extended style (WS_EX_LAYERED) to this window. CreateParams createParams = base.CreateParams; createParams.ExStyle |= WS_EX_LAYERED; return createParams; } } /// <summary> /// Let Windows drag this window for us (thinks its hitting the title /// bar of the window) /// </summary> /// <param name="message"></param> protected override void WndProc(ref Message message) { if (message.Msg == WM_NCHITTEST) { // Tell Windows that the user is on the title bar (caption) message.Result = (IntPtr)HTCAPTION; } else { base.WndProc(ref message); } } /// <summary> /// /// </summary> /// <param name="bitmap"></param> public void SelectBitmap(Bitmap bitmap) { SelectBitmap(bitmap, 255); } /// <summary> /// /// </summary> /// <param name="bitmap"> /// /// </param> /// <param name="opacity"> /// Specifies an alpha transparency value to be used on the entire source /// bitmap. The SourceConstantAlpha value is combined with any per-pixel /// alpha values in the source bitmap. The value ranges from 0 to 255. If /// you set SourceConstantAlpha to 0, it is assumed that your image is /// transparent. When you only want to use per-pixel alpha values, set /// the SourceConstantAlpha value to 255 (opaque). /// </param> public void SelectBitmap(Bitmap bitmap, int opacity) { // Does this bitmap contain an alpha channel? if (bitmap.PixelFormat != PixelFormat.Format32bppArgb) { throw new ApplicationException("The bitmap must be 32bpp with alpha-channel."); } // Get device contexts IntPtr screenDc = GetDC(IntPtr.Zero); IntPtr memDc = CreateCompatibleDC(screenDc); IntPtr hBitmap = IntPtr.Zero; IntPtr hOldBitmap = IntPtr.Zero; try { // Get handle to the new bitmap and select it into the current // device context. hBitmap = bitmap.GetHbitmap(Color.FromArgb(0)); hOldBitmap = SelectObject(memDc, hBitmap); // Set parameters for layered window update. Size newSize = new Size(bitmap.Width, bitmap.Height); Point sourceLocation = new Point(0, 0); Point newLocation = new Point(this.Left, this.Top); BLENDFUNCTION blend = new BLENDFUNCTION(); blend.BlendOp = AC_SRC_OVER; blend.BlendFlags = 0; blend.SourceConstantAlpha = (byte)opacity; blend.AlphaFormat = AC_SRC_ALPHA; // Update the window. UpdateLayeredWindow( this.Handle, // Handle to the layered window screenDc, // Handle to the screen DC ref newLocation, // New screen position of the layered window ref newSize, // New size of the layered window memDc, // Handle to the layered window surface DC ref sourceLocation, // Location of the layer in the DC 0, // Color key of the layered window ref blend, // Transparency of the layered window ULW_ALPHA // Use blend as the blend function ); } finally { // Release device context. ReleaseDC(IntPtr.Zero, screenDc); if (hBitmap != IntPtr.Zero) { SelectObject(memDc, hOldBitmap); DeleteObject(hBitmap); } DeleteDC(memDc); } } #region Native Methods and Structures const Int32 WS_EX_LAYERED = 0x80000; const Int32 HTCAPTION = 0x02; const Int32 WM_NCHITTEST = 0x84; const Int32 ULW_ALPHA = 0x02; const byte AC_SRC_OVER = 0x00; const byte AC_SRC_ALPHA = 0x01; [StructLayout(LayoutKind.Sequential)] struct Point { public Int32 x; public Int32 y; public Point(Int32 x, Int32 y) { this.x = x; this.y = y; } } [StructLayout(LayoutKind.Sequential)] struct Size { public Int32 cx; public Int32 cy; public Size(Int32 cx, Int32 cy) { this.cx = cx; this.cy = cy; } } [StructLayout(LayoutKind.Sequential, Pack = 1)] struct ARGB { public byte Blue; public byte Green; public byte Red; public byte Alpha; } [StructLayout(LayoutKind.Sequential, Pack = 1)] struct BLENDFUNCTION { public byte BlendOp; public byte BlendFlags; public byte SourceConstantAlpha; public byte AlphaFormat; } [DllImport("user32.dll", CharSet = CharSet.Auto, SetLastError = true)] [return: MarshalAs(UnmanagedType.Bool)] static extern bool UpdateLayeredWindow(IntPtr hwnd, IntPtr hdcDst, ref Point pptDst, ref Size psize, IntPtr hdcSrc, ref Point pprSrc, Int32 crKey, ref BLENDFUNCTION pblend, Int32 dwFlags); [DllImport("gdi32.dll", CharSet = CharSet.Auto, SetLastError = true)] static extern IntPtr CreateCompatibleDC(IntPtr hDC); [DllImport("user32.dll", CharSet = CharSet.Auto, SetLastError = true)] static extern IntPtr GetDC(IntPtr hWnd); [DllImport("user32.dll", CharSet = CharSet.Auto, SetLastError = true)] static extern int ReleaseDC(IntPtr hWnd, IntPtr hDC); [DllImport("gdi32.dll", CharSet = CharSet.Auto, SetLastError = true)] [return: MarshalAs(UnmanagedType.Bool)] static extern bool DeleteDC(IntPtr hdc); [DllImport("gdi32.dll", CharSet = CharSet.Auto, SetLastError = true)] static extern IntPtr SelectObject(IntPtr hDC, IntPtr hObject); [DllImport("gdi32.dll", CharSet = CharSet.Auto, SetLastError = true)] [return: MarshalAs(UnmanagedType.Bool)] static extern bool DeleteObject(IntPtr hObject); #endregion } }
OK, this should fix your translucent problem. Remember to get rid of the WndProc override (you won’t need it). Set the double buffer to false and TopMost to true .
Now, to fix two other problems. I hope you thought about how to do this ... but I will give you my decision. Always keep PerPixelAlphaForm the size of MainForm. Same location, same SIZE. :) And change the size of the BackBuffer PerPixelAlphaForm bitmap to the same size as . When you do this, all you have to do is redraw the selection rectangle. What for? because it completely covers the entire MainForm.
So basically
`OnMouseDown` = Save initial point of mouse, show the Cover layer `OnMouseMove` = clear the PerPixelAlphaForm bitmap, draw your rectangle call SelectBitmap again update the form `OnMouseUp` = hide the Cover layer (or whatever you want to do)
I have everything related to the Control-Key
To clear PerPixelAlphaForm, we need to do it in a specific way. Give all alpha values 0.
public void ClearBackbuffer() { Graphics g = Graphics.FromImage(_reference_to_your_backbuffer_); g.CompositingMode = System.Drawing.Drawing2D.CompositingMode.SourceCopy; SolidBrush sb = new SolidBrush(Color.FromArgb(0x00, 0x00, 0x00, 0x00)); g.FillRectangle(sb, this.ClientRectangle); sb.Dispose(); g.Dispose(); }
Video demonstration of the solution: do not forget to switch to 1080p
If you need more help, let me know, I can find the time to snatch the code from a larger program. But it seems to me that you are the kind of person who likes to mess with things: D