GDI objects leak - c++

I encounter a problem with GDI objects increasing. How can I solve this problem?
The DeleteObject() function doesn`t help.
// Other Events
GetClientRect(hAnimationStars, &Dimensions);
AnimationStarsDC = BeginPaint(hAnimationStars, &ps);
MemoryDC = CreateCompatibleDC(AnimationStarsDC);
HBITMAP Bitmap = CreateCompatibleBitmap(AnimationStarsDC, Dimensions.right, Dimensions.bottom);
SelectObject(MemoryDC, Bitmap);
SetBkMode(MemoryDC, TRANSPARENT);
FillRect(MemoryDC, &Dimensions, CreateSolidBrush(BackgroundColor));
// Draw Operations
BitBlt(AnimationStarsDC, 0, 0, Dimensions.right, Dimensions.bottom, MemoryDC, 0, 0, SRCCOPY);
while (!DeleteDC(MemoryDC));
while (!DeleteObject(Bitmap));
EndPaint(hAnimationStars, &ps);
// Other Events

You need to restore any object you replace with SelectObject() before destroying the HDC. You also need to destroy the HBRUSH you are creating.
GetClientRect(hAnimationStars, &Dimensions);
HDC AnimationStarsDC = BeginPaint(hAnimationStars, &ps);
HDC MemoryDC = CreateCompatibleDC(AnimationStarsDC);
HBITMAP Bitmap = CreateCompatibleBitmap(AnimationStarsDC, Dimensions.right, Dimensions.bottom);
HBITMAP oldBmp = (HBITMAP) SelectObject(MemoryDC, Bitmap); // <-- REMEMBER THE OLD BITMAP!
SetBkMode(MemoryDC, TRANSPARENT);
HBRUSH Brush = CreateSolidBrush(BackgroundColor); // <-- REMEMBER THE BRUSH YOU CREATE!
FillRect(MemoryDC, &Dimensions, Brush);
DeleteObject(CreateSolidBrush); // <-- DESTROY THE BRUSH!
// Draw Operations
BitBlt(AnimationStarsDC, 0, 0, Dimensions.right, Dimensions.bottom, MemoryDC, 0, 0, SRCCOPY);
SelectObject(MemoryDC, oldBmp); // <-- RESTORE THE OLD BITMAP!
DeleteObject(Bitmap);
DeleteDC(MemoryDC);
EndPaint(hAnimationStars, &ps);

Related

Is creating Bitmap over and over in loop is necessary?

is CreateDIBitmap everytime in WM_PAINT is necessary? I thought if I give it apointer to my buffer
it will be updated - but it looks it copies the data. The CreateDIBitmap - takes a lot of performance. CreateBitmap a little less.. The code below works - is it possible to put CreateDIBitmap outside of the loop (MY_BUFFER is updated every frame) - I tried to put it outside but I didn't see the content of MY_BUFFER anymore, just the DrawText with FPS..
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hWnd, &ps);
HDC hdc_mem = CreateCompatibleDC(hdc);
HBITMAP hbm_mem = CreateDIBitmap(hdc, &bitmapheader, CBM_INIT, &MY_BUFFER, &bitmapinfo, DIB_RGB_COLORS); // < --- killing performance !!!
SelectObject(hdc_mem, hbm_mem);
// draw FPS
TCHAR tmp_fps_buff[16];
ZeroMemory(&tmp_fps_buff, sizeof(tmp_fps_buff));
swprintf_s(tmp_fps_buff, L"fps: %.3f", APP_fps);
SetTextColor(hdc_mem, RGB(255, 255, 255));
SetBkColor(hdc_mem, RGB(0, 0, 0));
SetBkMode(hdc_mem, OPAQUE);
DrawText(hdc_mem, tmp_fps_buff, -1, &APP_fps_rect, DT_SINGLELINE | DT_NOCLIP);
// ---
BitBlt(hdc, 0, 0, APP_requested_width, APP_requested_height, hdc_mem, 0, 0, SRCCOPY);
DeleteObject(hbm_mem);
DeleteDC(hdc_mem);
EndPaint(hWnd, &ps);
}
break;

Creating a new bitmap with given dimensions filled with given color

I'm creating a program using the Win32 API, and I need to create a new bitmap filled with one color and with given dimensions.
Here is my code:
m_hBitmap =( HBITMAP ) CreateCompatibleBitmap(hDC, iWidth, iHeight);
HDC hDCn = CreateCompatibleDC( hDC );
SelectObject( hDCn, m_hBitmap );
ExtFloodFill(hDCn, 0, 0, crColor, FLOODFILLSURFACE);
DeleteDC( hDCn );
The bitmap dimensions match, but the bitmap is always black regardless of the crColor parameter.
Use FillRect() instead of ExtFloodFill().
Also, you need to de-select the bitmap before you delete the DC, otherwise the original bitmap created and selected into the DC by CreateCompatibleDC() will be leaked.
Try this:
m_hBitmap = CreateCompatibleBitmap(hDC, iWidth, iHeight);
HDC hDCn = CreateCompatibleDC(hDC);
HBITMAP hOld = (HBITMAP) SelectObject(hDCn, m_hBitmap); // <-- SAVE OLD BITMAP!
//ExtFloodFill(hDCn, 0, 0, crColor, FLOODFILLSURFACE);
RECT r;
r.left = r.top = 0;
r.right = iWidth;
r.bottom = iHeight;
HBRUSH hBrush = CreateSolidBrush(crColor);
FillRect(hDCn, &r, hBrush);
DeleteObject(hBrush);
SelectObject(hDCn, hOld); // <-- RESTORE OLD BITMAP
DeleteDC(hDCn);

Off-screen drawing GDI+

I have a problem - I need to draw two png files, one on the other. When I do it usual way, there is a "blinking" effect (first image overdraws the second one for small time period). I use GDI+ library and my WM_PAINT handling looks like this:
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint( hwnd, & ps );
displayImage(firstImage, hwnd);
displayImage(secondImage, hwnd);
EndPaint( hwnd, & ps );
break;
}
displayImage function:
void displayImage(HBITMAP mBmp, HWND mHwnd)
{
RECT myRect;
BITMAP bm;
HDC screenDC, memDC;
HBITMAP oldBmp;
BLENDFUNCTION bf;
GetObject(mBmp, sizeof(bm), &bm);
bf.BlendOp = AC_SRC_OVER;
bf.BlendFlags = 0;
bf.SourceConstantAlpha = 0xff;
bf.AlphaFormat = AC_SRC_ALPHA;
screenDC = GetDC(mHwnd);
GetClientRect(mHwnd, &myRect);
if (mBmp == NULL)
FillRect(screenDC, &myRect, WHITE_BRUSH);
else
{
memDC = CreateCompatibleDC(screenDC);
oldBmp = (HBITMAP)SelectObject(memDC, mBmp);
AlphaBlend (screenDC, 0, 0, myRect.right,myRect.bottom, memDC, 0, 0, bm.bmWidth,bm.bmHeight, bf);
SelectObject(memDC, oldBmp);
DeleteDC(memDC);
ReleaseDC(mHwnd, screenDC);
}
}
Loading files to variables:
HBITMAP mLoadImg(WCHAR *szFilename)
{
HBITMAP result=NULL;
Gdiplus::Bitmap* bitmap = new Gdiplus::Bitmap(szFilename,false);
bitmap->GetHBITMAP(NULL, &result);
delete bitmap;
return result;
}
firstImage = mLoadImg(L"data\\img\\screen.png");
secondImage = mLoadImg(L"data\\img\\screen2.png");
I've heard that I should do a off-screen drawing. How should that look like?
You don't need all of that. You can use GDI+ directly:
static Gdiplus::Image *firstImage;
static Gdiplus::Image *secondImage;
case WM_CREATE: // or WM_INITDIALOG if it's dialog
{
firstImage = new Gdiplus::Image(L"data\\img\\screen.png");
secondImage = new Gdiplus::Image(L"data\\img\\screen2.png");
return 0;
}
case WM_PAINT:
{
PAINTSTRUCT ps = { 0 };
HDC hdc = BeginPaint(hwnd, &ps);
Gdiplus::Graphics gr(hdc);
gr.DrawImage(firstImage, 0, 0);
gr.DrawImage(secondImage, 0, 0);//<== this will draw transparently
EndPaint(hwnd, &ps);
return 0;
}
However, this code is still drawing 2 images back to back with possible flicker (like your original code). Use double-buffering in WM_PAINT so that only one BltBlt is done. Simply change to:
if (msg == WM_PAINT)
{
PAINTSTRUCT ps = { 0 };
HDC hdc = BeginPaint(hwnd, &ps);
RECT rc;
GetClientRect(hwnd, &rc);
HDC memdc = CreateCompatibleDC(hdc);
HBITMAP hbitmap = CreateCompatibleBitmap(hdc, rc.right, rc.bottom);
HGDIOBJ oldbmp = SelectObject(memdc, hbitmap);
FillRect(memdc, &rc, WHITE_BRUSH);
Gdiplus::Graphics gr(memdc);
gr.DrawImage(firstImage, 0, 0);
gr.DrawImage(secondImage, 0, 0);
BitBlt(hdc, 0, 0, rc.right, rc.bottom, memdc, 0, 0, SRCCOPY);
SelectObject(memdc, oldbmp);
DeleteObject(hbitmap);
DeleteDC(memdc);
EndPaint(hwnd, &ps);
return 0;
}
As for the original code:
void displayImage(HBITMAP mBmp, HWND mHwnd)
{
HDC hdc = GetDC(mHwnd);
...
}
You should change the function declaration to void displayImage(HBITMAP mBmp, HWND mHwnd, HDC hdc) then you can pass the hdc directly from WM_PAINT
First, change displayImage to take the HDC and RECT from the caller instead of the HWND.
void displayImage(HBITMAP mBmp, HDC hdc, const RECT &myRect)
{
if (mBmp == NULL)
FillRect(screenDC, &myRect, WHITE_BRUSH);
else
{
BITMAP bm;
GetObject(mBmp, sizeof(bm), &bm);
HDC memDC = CreateCompatibleDC(screenDC);
HBITMAP oldBmp = (HBITMAP)SelectObject(memDC, mBmp);
BLENDFUNCTION bf;
bf.BlendOp = AC_SRC_OVER;
bf.BlendFlags = 0;
bf.SourceConstantAlpha = 0xff;
bf.AlphaFormat = AC_SRC_ALPHA;
AlphaBlend(hdc, 0, 0, myRect.right, myRect.bottom, memDC, 0, 0, bm.bmWidth, bm.bmHeight, bf);
SelectObject(memDC, oldBmp);
DeleteDC(memDC);
}
}
Then, in the caller create a compatible DC and bitmap. These are your off-screen space for doing the compositing. Make the calls to displayImage with this new DC. This will compose the PNGs offscreen. Finally, blit the composed result to the actual window DC in one go.
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
RECT myRect;
GetClientRect(hwnd, &myRect);
// Create an off-screen DC for composing the images.
HDC hdcMem = CreateCompatibleDC(hdc);
HBITMAP hbmpMem = CreateCompatibleBitmap(hdc, myRect.right, myRect.bottom);
HBITMAP hbmpOld = (HBITMAP) SelectObject(hdcMem, hbmpMem);
// Compose the images to the offscreen bitmap.
displayImage(firstImage, hdcMem, myRect);
displayImage(secondImage, hdcMem, myRect);
// Blit the resulting composition to the window DC.
BitBlt(hdc, 0, 0, myRect.right, myRect.bottom,
hdcMem, 0, 0, SRCCOPY);
// Clean up the offscreen stuff.
SelectObject(hdcMem, hbmpOld);
DeleteObject(hbmpMem);
DeleteDC(hdcMem);
EndPaint(hwnd, &ps);
break;
}
Finally, if you're still seeing a flash of the background color, see Pavan Chandaka's answer.
Handle "WM_ERASEBKGND" message by your self.
Actually before loading the second image two things happen.
WM_ERASEBKGND is triggered first to fill the image area with, whatever current windows background color is.
WM_PAINT to render action.
Documentation says to avoid blink/Flickr, provide a default handler for "WM_ERASEBKGND".
Below is the link, go to "A Control That Doesn't Flicker". You have an example too.
https://msdn.microsoft.com/en-us/library/ms969905.aspx

Memory Loss from WM_Paint's BeginPaint() function

I've looked at multiple responses to similar questions from both this site and others, and while I feel like I've gotten closer, I just can't quite get it right. Still, this is probably a super-noobish question.
So I used to only call the WndProc case "WM_Paint" (via InvalidateRect) one every few minutes, so I didn't really notice the leak. Now I've added something that calls it about 5 times a second. In that second my memory usage jumps about 3800k. Yeah, that got noticed...
Here's the code:
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
// Other cases omitted since we skip them due to "case WM_Paint:".
case WM_PAINT:
wndProc_Paint(hwnd);
break;
// Other cases omitted since we skip them due to "break;".
}
return 0;
}
void wndProc_Paint(HWND hwnd)
{
g_hbmBoard = ConvertIplImageToHBITMAP(targetBoardImg); //OpenCV command
BITMAP bm;
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps); // <- Breakpoint here while monitoring mem usage shows this is what is adding ~772k per call which never gets released.
HDC hdcMem = CreateCompatibleDC(hdc);
HBITMAP hbmOld = (HBITMAP)SelectObject(hdcMem, g_hbmBoard);
GetObject(g_hbmBoard, sizeof(bm), &bm);
BitBlt(hdc, 0, 0, bm.bmWidth, bm.bmHeight, hdcMem, 0, 0, SRCCOPY);
hbmOld = (HBITMAP)SelectObject(hdcMem, g_hbmGreenLight);
GetObject(g_hbmGreenLight, sizeof(bm), &bm);
BitBlt(hdc, screenResW - 59, 0, bm.bmWidth, bm.bmHeight, hdcMem, 0, 0, SRCCOPY);
hbmOld = (HBITMAP)SelectObject(hdcMem, g_hbmWorkingLight);
GetObject(g_hbmWorkingLight, sizeof(bm), &bm);
BitBlt(hdc, screenResW - 94, 0, bm.bmWidth, bm.bmHeight, hdcMem, 0, 0, SRCCOPY);
hbmOld = (HBITMAP)SelectObject(hdcMem, g_hbmWorkingIndicator);
GetObject(g_hbmWorkingIndicator, sizeof(bm), &bm);
BitBlt(hdc, screenResW - 129, 0, bm.bmWidth, bm.bmHeight, hdcMem, 0, 0, SRCCOPY);
//DeleteObject(hbmOld);
SelectObject(hdcMem, hbmOld);
DeleteDC(hdcMem);
//SelectObject(hdc, hbmOld);
//ReleaseDC(hwnd, hdc);
//DeleteDC(hdc);
//DeleteObject(hdc);
EndPaint(hwnd, &ps);
}
With the exception of the g_hbmWorkingIndicator segment and the commented out parts, this is what my WM_Paint looked like before it got called 5times/sec (even before I put it into it's own function - which was a separate issue).
The line "HDC hdc = BeginPaint(hwnd, &ps);" is where the memory gets added, and it never gets released. This happens every time we go through the function. So now for the stuff I tried in fixing the issue.
Reading up on similar issues, I assumed that I needed to Release or Delete the DC of hdc. I wasn't (still aren't - yes I've read the MSDN page) sure how SelectObject works with these, so I've tried it with and without ReleaseDC & DeleteDC (&both) for both hdc and hdcMem. I also tried DeleteObject for hdc & hdcMem. None of those had any affect.
DeleteObject(hbmOld) had an effect. It solved the issue. Except it's the wrong solution, because although I don't have the memory climbing out of control, I do have some of the visuals getting replaced with the wrong visuals. g_hbmGreenLight usually gets g_hbmBoard's graphic while g_hbmWorkingLight turns green (g_hbmGreenLight's graphic). Moving "DeleteObject(hbmOld);" to after EndPaint(~) or trying to use a "SelectObject" just changes which objects get replaced by which wrong graphic - also; returns the memory leak.
EDIT: For completeness's sake, I have included the code for ConvertIplImageToHBITMAP(IplImage* image) here. It is entirely possible that this is the culprit.
HBITMAP ConvertIplImageToHBITMAP(IplImage* pImage)
{
IplImage* image = (IplImage*)pImage;
bool imgConverted = false;
if(pImage->nChannels != 3)
{
IplImage* imageCh3 = cvCreateImage(cvGetSize(pImage), 8, 3);
if(pImage->nChannels==1){cvCvtColor(pImage, imageCh3, CV_GRAY2RGB);}
image = imageCh3;
imgConverted = true;
}
int bpp = image->nChannels * 8;
assert(image->width >= 0 && image->height >= 0 && (bpp == 8 || bpp == 24 || bpp == 32));
CvMat dst;
void* dst_ptr = 0;
HBITMAP hbmp = NULL;
unsigned char buffer[sizeof(BITMAPINFO) + 255*sizeof(RGBQUAD)];
BITMAPINFO* bmi = (BITMAPINFO*)buffer;
BITMAPINFOHEADER* bmih = &(bmi->bmiHeader);
ZeroMemory(bmih, sizeof(BITMAPINFOHEADER));
bmih->biSize = sizeof(BITMAPINFOHEADER);
bmih->biWidth = image->width;
bmih->biHeight = image->origin ? abs(image->height) : -abs(image->height);
bmih->biPlanes = 1;
bmih->biBitCount = bpp;
bmih->biCompression = BI_RGB;
if (bpp == 8)
{
RGBQUAD* palette = bmi->bmiColors;
int i;
for (i = 0; i < 256; i++)
{
palette[i].rgbRed = palette[i].rgbGreen = palette[i].rgbBlue = (BYTE)i;
palette[i].rgbReserved = 0;
}
}
hbmp = CreateDIBSection(NULL, bmi, DIB_RGB_COLORS, &dst_ptr, 0, 0);
cvInitMatHeader(&dst, image->height, image->width, CV_8UC3, dst_ptr, (image->width * image->nChannels + 3) & -4);
cvConvertImage(image, &dst, image->origin ? CV_CVTIMG_FLIP : 0);
if(imgConverted)
{cvReleaseImage(&image);}
return hbmp;
}
So, all that said: Help me StackExchange, you're my only hope! ;_;
You are losing the original HBITMAP that is returned by SelectObject(hdcMem, g_hbmBoard), so you are not restoring it correctly before calling DeleteDC(), and thus it gets leaked. You are overwriting the hbmOld variable every time you call SelectObject(), but you are not restoring the current hbmOld value back into dcMem before overwriting hbmOld again. When using SelectObject(), you MUST restore the original object when you are done making changes to the HDC.
Try this instead:
void wndProc_Paint(HWND hwnd)
{
g_hbmBoard = ConvertIplImageToHBITMAP(targetBoardImg); //OpenCV command
BITMAP bm;
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
HDC hdcMem = CreateCompatibleDC(hdc);
HBITMAP hbmOld = (HBITMAP) SelectObject(hdcMem, g_hbmBoard); // save the original HBITMAP
GetObject(g_hbmBoard, sizeof(bm), &bm);
BitBlt(hdc, 0, 0, bm.bmWidth, bm.bmHeight, hdcMem, 0, 0, SRCCOPY);
SelectObject(hdcMem, g_hbmGreenLight); // returns g_hbmBoard, no need to save it to hbmpOld
GetObject(g_hbmGreenLight, sizeof(bm), &bm);
BitBlt(hdc, screenResW - 59, 0, bm.bmWidth, bm.bmHeight, hdcMem, 0, 0, SRCCOPY);
SelectObject(hdcMem, g_hbmWorkingLight); // returns g_hbmGreenLight, no need to save it to hbmpOld
GetObject(g_hbmWorkingLight, sizeof(bm), &bm);
BitBlt(hdc, screenResW - 94, 0, bm.bmWidth, bm.bmHeight, hdcMem, 0, 0, SRCCOPY);
SelectObject(hdcMem, g_hbmWorkingIndicator); // returns g_hbmWorkingLight, no need to save it to hbmpOld
GetObject(g_hbmWorkingIndicator, sizeof(bm), &bm);
BitBlt(hdc, screenResW - 129, 0, bm.bmWidth, bm.bmHeight, hdcMem, 0, 0, SRCCOPY);
SelectObject(hdcMem, hbmOld); // restore the original HBITMAP
DeleteDC(hdcMem);
EndPaint(hwnd, &ps);
// who owns g_hbmBoard? ConvertIplImageToHBITMAP() creates
// a new HBITMAP, so you need to free it with DeleteObject()
// before calling ConvertIplImageToHBITMAP() again. It would
// be better to create g_hbmBoard one time outside of WM_PAINT,
// recreate g_hbmBoard only when the source image actually changes,
// and then re-use g_hbmBoard as-is inside of WM_PAINT.
// ConvertIplImageToHBITMAP() really does not belong in WM_PAINT...
//
//DeleteObject(g_hbmBoard);
}
Alternatively, use SaveDC()/RestoreDC() instead:
void wndProc_Paint(HWND hwnd)
{
g_hbmBoard = ConvertIplImageToHBITMAP(targetBoardImg); //OpenCV command
BITMAP bm;
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
HDC hdcMem = CreateCompatibleDC(hdc);
int iOldState = SaveDC(hdcMem); // save everything the HDC currently has selected
SelectObject(hdcMem, g_hbmBoard);
GetObject(g_hbmBoard, sizeof(bm), &bm);
BitBlt(hdc, 0, 0, bm.bmWidth, bm.bmHeight, hdcMem, 0, 0, SRCCOPY);
SelectObject(hdcMem, g_hbmGreenLight);
GetObject(g_hbmGreenLight, sizeof(bm), &bm);
BitBlt(hdc, screenResW - 59, 0, bm.bmWidth, bm.bmHeight, hdcMem, 0, 0, SRCCOPY);
SelectObject(hdcMem, g_hbmWorkingLight);
GetObject(g_hbmWorkingLight, sizeof(bm), &bm);
BitBlt(hdc, screenResW - 94, 0, bm.bmWidth, bm.bmHeight, hdcMem, 0, 0, SRCCOPY);
SelectObject(hdcMem, g_hbmWorkingIndicator);
GetObject(g_hbmWorkingIndicator, sizeof(bm), &bm);
BitBlt(hdc, screenResW - 129, 0, bm.bmWidth, bm.bmHeight, hdcMem, 0, 0, SRCCOPY);
RestoreDC(hdcMem, iOldState); // restore everything the HDC originally had selected
DeleteDC(hdcMem);
EndPaint(hwnd, &ps);
// who owns g_hbmBoard? ConvertIplImageToHBITMAP() creates
// a new HBITMAP, so you need to free it with DeleteObject()
// before calling ConvertIplImageToHBITMAP() again. It would
// be better to create g_hbmBoard one time outside of WM_PAINT,
// recreate g_hbmBoard only when the source image actually changes,
// and then re-use g_hbmBoard as-is inside of WM_PAINT...
// ConvertIplImageToHBITMAP() really does not belong in WM_PAINT...
//
//DeleteObject(g_hbmBoard);
}

Gradient fill bitmap and CreatePatternBrush just gives black fill instead of gradient

I'm trying to create a Gradient Brush in windows mobile as follows:
HBITMAP hBitmap = CreateBitmap(16, 16, 1, 16, NULL);
HDC hDC = CreateCompatibleDC(NULL);
HBITMAP hPrevious = SelectObject(hDC, hBitmap);
TRIVERTEX vert[2];
GRADIENT_RECT gRect;
//... fill in vert and gRect
GradientFill(hDC, vert, 2, &gRect, 1, GRADIENT_FILL_RECT_V);
SelectObject(hDC, hPrevious);
Delete(hDC);
HBRUSH hPatternBrush = CreatePatternBrush(hBitmap);
HDC hDC = BeginPaint(hWnd, &ps);
SelectObject(hDC, hPatternBrush);
RoundRect(hDC, ...);
EndPaint(hWND, &ps);
Draw the bitmap without pattern brush
HDC hdcSrc = CreateCompatibleDC(NULL);
HGDIOBJ hbmOld = SelectObject(hdcSrc, hBitmap);
BitBlt(hDC, ..., hdcSrc, ..., SRCCOPY);
SelectObject(hdcSrc, hbmOld);
DeleteDC(hdcSrc);
This code create a round rect with a black background, not the pattern brush. I can draw the hBitmap which is used to create the brush and it draws the gradient. Anyone got a solution?