I'm developing a Windows Mobile 5.0 and above application with .Net Compact Framework 2.0 SP2 with C#.
I'm overriding OnPaint method on a custom messagebox that draw a bitmap that fills the entire form with alpha transparency, and a gradient box with a button and a message over the semi-transparent background.
I'm testing it but it is so slow, so I'm going to use double buffer. I can use double buffer to draw the gradient box and the test, but if I use double buffer with the background bitmap with alpha transparency it doen't paint the alpha transparency. So I only do double buffer with gradient box and message and button. The bacground transparent bitmap is painted directly on e.Graphics.
I wondering if I can save e.Graphics on a bitmap to make all the work and end the OnPaint method drawing to e.Graphics this bitmap that I save it before.
This is my code:
protected override void OnPaint(PaintEventArgs e)
{
Graphics gxOff;
gxOff = Graphics.FromImage(bmpOffscreen);
if (!isOuterBackgroundPainted)
{
isOuterBackgroundPainted = true;
DrawingHelper.DrawAlpha(e.Graphics, outerBackground, 180, 0, 0);
// Here I don't use double buffer because Alpha Blend doesn't work with double buffer.
//DrawingHelper.DrawAlpha(gxOff, outerBackground, 180, 0, 0);
}
// Draw the gradient box
GradientFill.Fill(gxOff, rectangle, startColor, endColor, FillDirection.TopToBottom);
gxOff.DrawString(message, font, brush, textLayoutRectangle);
e.Graphics.DrawImage(bmpOffscreen, 10, 10);
base.OnPaint(e);
}
bmpOffscreen: double buffer's bitmap.
Maybe I can get a snapshop of form into bmpOffscreen and then draw semi-transparent background over it, gradient box and text.
Summarizing: I want to use alpha blend with double buffer.
Any advice?