How to display render status in a WPF form? - wpf

I'm overriding WPF's OnRender to draw complex graphics. This may rarely take a long time. I would like to indicate to the user that the app did not crash, but is "merely" taking a long time to render.
How would I do that? It seems not possible to modify the UI in any way during the OnRender call.

You are talking about placing a "Busy Indicator" on top of your drawing.
Just place a half transparent grid on top with the writing "Loading..."
and you're done.
Bind its visibility to some bool that you update once when entering the complex rendering, and once when finished.
Or put a spinning Ellipse with gradient background if you want to see motion..

Since the OnRender method will execute on the UI thread you cannot do anything else such as displaying an interactive ProgressBar or respond to user input during the execution of your code.
What you can do is to pop up a new window that launches in a separate thread and display this one right before you begin to draw your complex graphics.
Please refer to my answer in the following similar question for more information about this.
Wait screen during rendering UIElement in WPF
Once the OnRender method has returned you then close the temporary "loading" window:
Can I stop WPF from executing UI actions out of the order in my code

Related

Threading and stucked GUI update for Animations

The title sounds like some easy well-known problem, but please check out this:
I've got some WPF window that handles a list of Threads and shows ProgressBar for each Thread. The invoked GUI refresh is working for most threads showing right number of percent and also for unknown progress the IsIndeterminate state is animated. After the thread is done some animation fades out the ProgressBar.
However, for some of my heavy tasks the ProgressBar is not visually updated. For example, the IsIndeterminate state refreshes only if I force the GUI to redraw by some mouseover events or by moving the form. The fade out animation shows the same problem.
I think this is no usual stucking because the UI thread is not blocked by further operations (there's only one invoke setting IsIndeterminate = true). Until now, I wasn't able to find out what's the different between heavy tasks that result in this behavoir and tasks that do not.
Please notice that the replacement of the Thread by a BackgroundWorker shows exactly the same problem (I'm also not sure why people say BackgroundWorker will not freeze the GUI but Threads allegedly do - this seems not entirely right). Please also notice that although the thread is paused by Thread.Suspend() (yes, I know it's obsolete but this is an essential feature I need, since the task content is unknown) the GUI will not show up the IsIndeterminate animation if no other GUI element forces the refresh of the window.
Any ideas what that problem might be and how to fix it? I just need the usual refreshing rate for drawing animated controls...

Suspend painting of underlying grid control

We are facing an issue, wherein we need to suspend grid painting for some time. We are using devexpress DXGrid bound to XPInstantFeedbacksource. We have a requirement of refreshing source every 2-3 seconds to get the updated realtime data which is huge (around 40 -50 thousand records in a day).
However the refresh method of the above mentioned source binds the grid asynchronously and when it does so, it causes some kind of flickering onto grid. Internally it captures layout of grid before refresh and renders it back in postrefresh phase.
I have tried many things like wrapping the refresh call in bigindataupdate and enddataupdate, but it doesn't seem to work.
However, one thing which looks interesting to me is using Win32 api to suspend layout painting for some moments and resuming it.
I found something at
How do I suspend painting for a control and its children?
which works well for Winforms, but in WPF as far as I know, individual controls share window handle. And method call
SendMessage(parent.Handle, WM_SETREDRAW, false, 0);
uses control handle to interact with WIN32. Also, I observed that if I suspend layout for window underlying grid still gets painted which is strange to me.
I just want to know , if I am going in right direction by suspending grid layout to avoid flickering and if yes please suggest some way to achieve this.
Thanks,
Gurpreet

OnRender not called after InvalidateVisual()

A custom WPF Control overrides OnRender. The method generates and displays a Path from custom data. The data provider is bound using a Dependency Property. The Dependency Property registers for an event when data changed. This event in turn calls InvalidateVisual().
However, after the InvalidateVisual() the OnRender is not always called.
We use the Prism Framework and the Region functionallity. The Control in question is embedded in such a Region, which is activated and deactivated. However, the Control's property "IsVisible" is true whenever the region is active. But still, when calling InvalidateVisual() the OnRender method is not called...
What could prevent the OnRender method from being called?
I just had this problem, too.
Context
I've got a load of controls based on the DynamicDataDisplay graph components inside a VirtualizingStackPanel (inside a ListBox).
When there are more controls that are visible at once, but not enough for the VirtualizingStackPanel to start re-using them when you scroll then I see this issue with the D3 AxisControl class. For some reason it does a lot of work in it's OnRender method, which it tries to trigger by calling InvalidateVisual when something changes.
In the problem case the problem controls call InvalidateVisual but they never get a call to MeasureOverride, ArrangeOverride or OnRender. Interestingly, most of the controls still work, in one particular problem case I get the last 3 out of a set of 11 failing to work properly. Notably those 3 (and only those 3) receive a call to MeasureOverride immediately before the data binding update that triggers the call to InvalidateVisual.
My Fix
In the end I managed to fix it by adding a call to InvalidateMeasure alongside the call to InvalidateVisual.
It's a horrible solution, but it's not a performance critical part of our application, so I seem to be getting away with it.
If the size of your control is staying the same, you should not be using InvalidateMeasure() or InvalidateVisual() because they trigger an expensive re-layout.
WPF is a retained drawing system. OnRender() might be better called AccumulateDrawingObjects(), because it doesn't actually draw. It accumulates a set of drawing objects which WPF uses to draw your UI whenever it wants. The magic thing is, if you put a DrawingGroup into the DrawingContext during OnRender(), you can actually efficiently update it after OnRender, anytime you like.
See my answer here for more details..
https://stackoverflow.com/a/44426783/519568
I just had this problem, too.
I had a scrollbar for a control which only figured out during OnRender() how much space is really needed to display all content, which could be bigger than the available display space and therefor needed a scrollbar. It could happen that OnRender() called some methods which ultimately changed the value of the scrollbar which was supposed to start OnRender() with InvalidateVisual().
However, OnRender() did not get called again after InvalidateVisual(). I guess the reason is that InvalidateVisual() sets some flags which tells WPF that the control needs to get drawn again, but once OnRender() finishes, that flag gets reset. Here some pseudo code how I expect it to happen:
//someCode:
control.InvalidateVisual()
//code of InvalidateVisual()
control.RedrawFlag = true;
//WPF some time later:
if (control.RedrawFlag){
control.OnRender()
//OnRender code
//do some stuff
//decide control needs to be redrawn
//however, RedrawFlag is alreday true!
//next line is not changing anything
control.RedrawFlag = true;
//WPF finished executing control.OnRender
control.RedrawFlag = false;
}
I didn't further investigate if WPF really works this way, but it would explain why OnRender() does not get called a second time.
Instead of wasting even more time, I changed how to calculate the total width of the control content can be and put this code outside of OnRender().

Painting in a custom control and the invalidate mechanism

A custom control I am creating needs to draw many "items" in its client space. A call to Invalidate() would trigger a new paint cycle wherein all items would be redrawn.
Now when there are many items and a lot of navigation happens within the control, things need to be optimized; so I need to trigger a paint cycle where only one or two items are drawn. I store references to these items so that the paint method (OnPaint) knows it's a "quicky".
The difficulty is that when OnPaint is executed, it is hard to know if other Invalidate() calls have been made in the meantime. In that case it should do a "normal", complete paint.
I do make use of the clip rectangle. Of course I could check if the clip rectangle in OnPaint has become the whole of the client rectangle, a sign that Invalidate() was called, but this is not 100% safe. I thought of other similar solutions but they seem hacky.
What is the way this problem is usually, or best, solved?
The solution here would be to employ a double buffering approach with the BufferedGraphics class. This way you won't have so much tricky stuff going on in your OnPaint and you'll be able to paint whenever, whatever.
MSDN: Double Buffered Graphics (under "Manually Managing Buffered Graphics")
Here's a useful example:
Custom Drawing Controls in C# – Manual Double Buffering

Can I change the Thread Affinity (Dispatcher) of a Control in WPF?

I want to create a control which takes a while to create (Pivot) and then add it to the visual tree. To do this i would need to change the dispatcher of the control (and its heirachy) before adding it to the VisualTree.
Is this possible? Are there any implications of walking the controls trees and setting the _dispatcher field via reflection?
AFAIK this only works with Freezable derived classes. The best solution I see is to create the control on the UI Thread and show a progress bar during creation. To make this possible you will have to create the control in portions an let the progress bar update itself once in a while. This not only necessary for the progressbar but also will make sure that you application does not block.
Pseudocode (execure in extra thread):
this.Dispatcher.BeginInvoke(UpdateProgress(0));
this.Dispatcher.BeginInvoke(bigControlBuilder.Build(0,25));
this.Dispatcher.BeginInvoke(UpdateProgress(25));
this.Dispatcher.BeginInvoke(bigControlBuilder.Build(25,50));
this.Dispatcher.BeginInvoke(UpdateProgress(50));
this.Dispatcher.BeginInvoke(bigControlBuilder.Build(50,75));
this.Dispatcher.BeginInvoke(UpdateProgress(75));
this.Dispatcher.BeginInvoke(bigControlBuilder.Build(75,100));
this.Dispatcher.BeginInvoke(UpdateProgress(100));
this.Dispatcher.BeginInvoke(this.Children.Add(bigControlBuilder.GetControl()));
Update:
To make complex control more responsive you could also try UI-Virtualization/Data-Virtualisation:
Only load and show those visual items of the data items that are currently visible to ther user. Do not load and show visual items that are scrolled offscreen are to small to see or are in any other way invisible to the user. Upon userinteraction unload items that become invisble, load items that become visible.
To answer your question, I suppose it is possible to set _dispatcher using reflection but I would not recommend it at all. There is a deeply ingrained notion in WPF of thread affinity and STA so I wouldn't mess with that.
bitbonk's approach is a good one.
Another approach we have used in a project of ours was to create a second UI thread and have a progress indicator be rendered by the second UI thread while the first UI thread is building the UI. As long as the progress bar stays in the visual tree owned by the second UI thread, you should be good.

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