My PictureBox.Paint event keeps firing, and I don't know what's causing it.
private void GamePictureBox_Paint(object sender, PaintEventArgs e)
{
DrawMap(e.Graphics);
}
public void DrawMap(Graphics g)
{
lock (MainBlock)
{
for (int RectsX = 0; RectsX < GamePictureBox.Width - 1; RectsX += (int)MainBlock.RectSize.X)
for (int RectsY = 0; RectsY < GamePictureBox.Height - 1; RectsY += (int)MainBlock.RectSize.Y)
g.DrawRectangle(MainBlock.BlockColor, RectsX, RectsY, MainBlock.RectSize.X, MainBlock.RectSize.Y);
Invoke((MethodInvoker)(() =>
{
GamePictureBox.Invalidate();
GamePictureBox.Update();
}));
}
}
GamePictureBox.Width and GamePictureBox.Height = 601; MainBlock.RectSize.X and MainBlock.RectSize.Y = 60.1f; The main problem is that after the 2 for loops inside DrawMap, finish, the Paint event calls DrawMap again! This keeps happening (infinite loop) and it's kinda annoying. I've tried debugging but my debugging skills only took me far enough to know that the cause of the problem was the Paint event.
The event is called NOWHERE other than the Paint event.
The Invalidate() forces a new Paint, what triggers infinite loop.
In the Paint event, you should only draw on the graphics, i.e. no Invoke().
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