How can I add a transparent PNG as a toolbar icon? - c++

My intention is to create a toolbar in Win32 containing a transparent icon. I have tried the following code to create a simple toolbar with one button having a custom image:
// Create the toolbar
HWND hToolbar = CreateWindow(TOOLBARCLASSNAME,
NULL,
WS_CHILD | TBSTYLE_FLAT | TBSTYLE_AUTOSIZE | TBSTYLE_LIST | CCS_BOTTOM,
0, 0, 0, 0,
hwnd,
NULL,
ghInstance, // <-this is the HINSTANCE of the application
NULL);
// Set the font (this cannot be the problem)
SendMessage(hToolbar,
WM_SETFONT,
(WPARAM)hFontBold,
static_cast<LPARAM>(MAKELONG(TRUE, 0)));
auto hImagelist = ImageList_Create(32, 32,ILC_COLOR24 | ILC_MASK, 1, 0);
HBITMAP bitmap = static_cast<HBITMAP>(LoadImage(ghInstance,
/* ID_IMG_SPAWN is my custom resource -> */ MAKEINTRESOURCE(ID_IMG_SPAWN),
IMAGE_BITMAP,
32, 32,
NULL));
ImageList_AddMasked(hImagelist,
bitmap,
RGB(255,255,255) /* white is the transparent color */);
SendMessage(hToolbar,
TB_SETIMAGELIST,
static_cast<WPARAM>(0),
(LPARAM)hImagelist);
ImageList_Create only supports 24-bit bitmaps, which means there is no alpha channel for transparency. However, I can simulate a transparency effect by using a mask color via ImageList_AddMasked. (Here, I am setting white (RGB(255, 255, 255)) to the mask color.)
This worked fine, but the image displayed this way is extremely sharp/jagged because of the lack of granularity in the alpha channel (each pixel is either transparent or fully opaque).
I understand that the PNG format can solve this, since it provides a true alpha channel. I know that the PNG format is supported by Win32 ImageLists, but I don't know how to use it properly. (PNG resources can be added to Visual Studio resources, but I don't know how to use them from code.)
I couldn't find any way to make LoadImage load a PNG. The only supported types are IMAGE_BITMAP IMAGE_CURSOR and IMAGE_ICON. I changed the resource (ID_IMG_SPAWN) to a PNG file and tried each of those three types one by one, but all resulted in merely a blank display like this:
Can anyone help me out? How can I use LoadImage to load a transparent PNG and use it as a toolbar image?

ImageList_Create only supports 24-bit bitmaps, which means there is no alpha channel for transparency.
No, that's wrong. ImageList_Create supports 32-bit bitmaps as well.
Since you intend to create a toolbar in Win32 containing a transparent icon, you do NOT need to load a PNG at all. If you desire PNG you may have to work around with GdiPlus as #barmak says.
32-bit bitmap has 8 bits for ALPHA. Using 32-bit bitmaps can make the same effect as PNG does.
You say your button image was showing blank when you did these:
changed ILC_COLOR24 to ILC_COLOR32
changed the resource of ID_IMG_SPAWN to a 32-bit bitmap
IN FACT To show a 32-bit bitmap properly, you have to:
change ILC_COLOR24 to ILC_COLOR32
change the resource of ID_IMG_SPAWN to a 32-bit bitmap with premultiplied alpha.
create a DIB section to your bitmap when loading
(Win32's format requirement is very strict)
Q: How to create a DIB section to the bitmap?
A: Specify LR_CREATEDIBSECTION in the last parameter of LoadImage.
Explanation:
LoadImage((HINSTANCE)GetWindowLong(hwnd,GWL_HINSTANCE),MAKEINTRESOURCE(ID_IMG_SPAWN), IMAGE_BITMAP,32, 32,NULL)
This is your code of the LoadImage function. See the MSDN document of LoadImage, to create the DIB section, all you need is to specify LR_CREATEDIBSECTION in the last parameter of LoadImage.
Q: How to get a BMP with premultiplied alpha?
A: Pixelformer can help you convert your alpha-channeled file to a premultiplied-alpha BMP.
The steps are
Open your image (any format) in Pixelformer and choose Export from the menu
Select A8:R8:G8: B8 (32bpp) and Premultiplied Alpha, then click Ok.
Then you can save your BMP file! Import this BMP file to Visual Studio resources, replacing your previous 24-bit BMP.
Then, you don't need to use the ImageList_AddMasked (which makes the image sharp) anymore, because you already have a recognizable ALPHA in your 32-bit BMP. So, straight use ImageList_Add.
Okay, after the manipulations explained above your code should be this:
// Create the toolbar
HWND hToolbar = CreateWindow(TOOLBARCLASSNAME,NULL,
WS_CHILD | TBSTYLE_FLAT | TBSTYLE_AUTOSIZE | TBSTYLE_LIST | CCS_BOTTOM,
0, 0, 0, 0, hwnd, NULL, ghInstance, NULL);
// Set the font (this cannot be the problem)
SendMessage(hToolbar, WM_SETFONT, (WPARAM)hFontBold,
static_cast<LPARAM>(MAKELONG(TRUE, 0)));
auto hImagelist =
ImageList_Create(32, 32,ILC_COLOR32 /*DON'T NEED THE MASK. CHANGED TO ILC_COLOR32.*/, 1, 0);
HBITMAP bitmap = static_cast<HBITMAP>(LoadImage((HINSTANCE)GetWindowLong(hwnd,
GWL_HINSTANCE), MAKEINTRESOURCE(ID_IMG_SPAWN), IMAGE_BITMAP,
32, 32, LR_CREATEDIBSECTION /*THIS IS IMPORTANT*/ ));
ImageList_Add(hImagelist, bitmap, NULL);
SendMessage(hToolbar, TB_SETIMAGELIST, static_cast<WPARAM>(0), (LPARAM)hImagelist);
This worked fine as below.
These I answered above is well enough to solve this problem.
For more information about DIB bitmaps and Premultiplied Alpha, see the links.

LoadImage will return NULL when trying to load PNG resource.
You can add your PNG resource as ICON. Otherwise use Windows Imaging Component, or Gdiplus+ to load the png resource.
Read PNG resource as follows:
HBITMAP loadimage(HINSTANCE hinst, const wchar_t* name)
{
HBITMAP hbitmap = NULL;
ULONG_PTR token;
Gdiplus::GdiplusStartupInput tmp;
Gdiplus::GdiplusStartup(&token, &tmp, NULL);
if(auto hres = FindResource(hinst, name, RT_RCDATA))
if(auto size = SizeofResource(hinst, hres))
if(auto data = LockResource(LoadResource(hinst, hres)))
if(auto stream = SHCreateMemStream((BYTE*)data, size))
{
Gdiplus::Bitmap bmp(stream);
stream->Release();
bmp.GetHBITMAP(Gdiplus::Color::Transparent, &hbitmap);
}
Gdiplus::GdiplusShutdown(token);
return hbitmap;
}
...
auto hbitmap = loadimage(ghinst, MAKEINTRESOURCE(ID_PNG1 ));
if(hbitmap)
{
ImageList_AddMasked(himage, hbitmap, 0);
DeleteObject(hbitmap);
}
Resource definition should look like this:
ID_PNG1 RCDATA "file.png"

Related

CMFCButton::SetImage - Bitmaps won't show

I'm trying to load bitmaps for my buttons with the function SetImage from the CMFCButton. I don't get any error or something, just a plain button. I'm doing the same thing with icons and it works, but I need it to load bitmap too. I need to LoadImage from a path and not from the resources.
Here's my code :
iconResource = path + m_type + _T("U") + extension; //i.e : C:\test\earthU.bmp
HANDLE hIcon = ::LoadImage(nullptr, iconResource, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
//same thing for Hot and Disable bitmap
and the call for the SetImage function :
SetImage((HBITMAP)hIcon, 0, (HBITMAP)hIconHot, 0 , (HBITMAP)hIconDis);
Use LR_CREATEDIBSECTION|LR_LOADFROMFILE flag when loading bitmap files for CMFCButton
::LoadImage(nullptr, bitmapfile, IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION|LR_LOADFROMFILE);
Partial explanation:
MFC source code for CMFCButton ("afxbutton.cpp") shows it adds LR_CREATEDIBSECTION for LoadImage. This is not documented and it is not clear why it needs that. It seems LR_CREATEDIBSECTION is required when source bitmap is not 32-bit.

BitBlit/Copy from D2D1DeviceContext target D2D1Bitmap1 to HDC

For a past few days I was looking for an option to use DirectX 2D in a pattern where I can render to 'something' and then this 'something' - use as input to other drawing.
All of RenderTargets like Hwnd, Dc, Wic bitmap - does not allow to do it (Wic target does not use HW acceleration).
Only one way I found is D2D1DeviceContext
M$ document
There I can create ID2D1Bitmap1 (which also, when created with CPU_READ flag - can be mapped and read) which can be set as target.
So far - so good, all is working fine.
However, at the end, we all want to display the result of drawing onto a user screen and for this purpose - we need to pass it to some WinAPI DC.
I've done it this way.
Create ID2D1Bitmap1 with GDI compatibility
D2D1_BITMAP_PROPERTIES1 bitmapProperties =
D2D1::BitmapProperties1(
D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_GDI_COMPATIBLE,
D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED)
);
Get from ID2D1DeviceContext - ID2D1GdiInteropRenderTarget
_d2d1context->QueryInterface(IID_PPV_ARGS(&_d2d1GDIinterface))
And finally - using this interface, I get DC and use GDI function BitBlt
void paste_bitmap_into_dc(HDC dc, ID2D1Bitmap& bitmap) {
_d2d1context->SetTarget(&bitmap);
_d2d1context->BeginDraw();
HDC new_dc;
_d2d1GDIinterface->GetDC(D2D1_DC_INITIALIZE_MODE_COPY, &new_dc);
BitBlt(dc, 0, 0, bitmap.size().x, bitmap.size().y, new_dc, 0, 0, SRCCOPY);
RECT update_rect;
SetRect(&update_rect, 0, 0, 0, 0); // i don't want to actually update bitmap on ID2D1DeviceContext
_d2d1GDIinterface->ReleaseDC(&update_rect);
_d2d1context->EndDraw();
}
That works but I'm not sure that this is a proper (fastest) way, since there is DC created and its coppied twice (hopefuly - on HW side): from target ID2D1Bitmap to this new DC and then from new DC to input DC.
And actually this method is more for drawing with GDI on D2D1 content (ReleaceDC have argument which part of bitmap to update).
Someone could help/confirm this is the way?
Thanks in advance!

Draw semitransparently in invisible layered window

My goal is to have a fullscreen overlaying invisible "canvas" on which I can draw using win32's various drawing functions.
The way I am currently attempting it is this:
WNDCLASSA myclass = { 0 };
myclass.lpfnWndProc = WindowProc3;
myclass.hInstance = GetModuleHandle(0);
myclass.lpszClassName = "MyCanvas";
myclass.hbrBackground = CreateSolidBrush(0xFEEDBEEF);
myclass.hCursor = LoadCursor(0, IDC_ARROW);
RegisterClassA(&myclass);
...
HWND wnd = CreateWindowExA(WS_EX_TOPMOST | WS_EX_LAYERED | WS_EX_TRANSPARENT, "MyCanvas", 0, WS_POPUP | WS_VISIBLE, 0, 0, screen_width, screen_height, 0, 0, GetModuleHandle(0), 0);
SetLayeredWindowAttributes(wnd, 0xFEEDBEEF, 0, LWA_COLORKEY);
Although this serves as a canvas, hours of googling later, I am still unable to draw on it semitransparently.
I have added a screenshot of what my program is currently displaying as I am writing this. What I would like to be able to do is, for example, make the black box in the top right corner (drawn with Rectangle) semitransparent so as to reveal the stackoverflow page content below it.
This is a question I found that I was hopeful about, but the resulting text is just a blended combination of the background color ((COLORREF)0xFEEDBEEF) and text color. Other things I have found have either just made the element fully invisible, done nothing at all, or required some library like MFC. I want to only use win32 functions if at all possible, as I would like to be able to achieve the highest FPS possible.
I do not care if this doesn't work on all Windows versions as long as it does on 7 up to 10.
If you only need transparency for a rectangular area where all pixels either have the same transparency (aka alpha) value or are completely transparent, you can use SetLayeredWindowAttributes() with a combination of alpha value and/or color key.
UpdateLayeredWindow() is the way to go if you need to be able to define transparency per-pixel.
For that you have to create memory DC and select a 32bpp bitmap into it. You may use the buffered paint API to ease the task. Raymond Chen has a blog post with a code sample about that.
You can draw into the memory DC, but you can't use most of GDI API for that, because GDI ignores the alpha channel (transparency). I suggest using GDI+ which allows you to specify the alpha values.
After you have completed drawing into the memory DC, you would call UpdateLayeredWindow() and pass that memory DC as the argument for the hdcSrc parameter to make the result visible on screen.
Illustration of possible effects:
SetLayeredWindowAttributes( hwnd, 0, 176, LWA_ALPHA );
SetLayeredWindowAttributes( hwnd, colorkey, 0, LWA_COLORKEY );
SetLayeredWindowAttributes( hwnd, colorkey, 176, LWA_ALPHA|LWA_COLORKEY );
UpdateLayeredWindow( ... )
Note the antialiased edge of the shape and the transparency gradient in the last example. Things like that are only possible with UpdateLayeredWindow().

Screen capture to Direct2D compatible bitmap

I need to capture the screen of a windows given its HWND handle and store the capture in a ID2D1Bitmap object in order to draw this bitmap by means of my render target.
How can I achive this result?
Direct2D doesn't provide such functionality.
A possible way to go is if you first capture the screen via GDI (1) and then create a ID2D1Bitmap from the returned bitmap handle (2).
Getting a HBITMAP - Check this answer: https://stackoverflow.com/a/5164267/3962893. You need the part till the HBITMAP hbDesktop = CreateCompatibleBitmap( hdc, width, height); The hbDesktop variable will contain a handle to the screen captured bitmap.
Creating an ID2D1Bitmap from a HBITMAP - check this answer: https://stackoverflow.com/a/27500938/3962893. It copies an icon to a ID2D1Bitmap, but the workflow is identical. Except:
hIcon := SendMessage(Handle, WM_GETICON, ICON_BIG, 0);
....
wicFactory.CreateBitmapFromHICON(hIcon, wicBitmap);
that you have to change to:
wicFactory.CreateBitmapFromHBITMAP(hbDesktop, wicBitmap);

Bitmap not drawing in CFrameWnd's OnPaint

I can't seem to get the CBitmap to actually apear on the screen... Here's the code in OnPaint:
CRect frm;
GetClientRect(frm);
CClientDC dc(this);
//dc.FillSolidRect(CRect(0, 0, 1000, 1000), RGB(255, 255, 255));
CDC dcMem;
dcMem.CreateCompatibleDC(&dc);
CBitmap* cache = dcMem.SelectObject(&components.icon.bmp);
dc.BitBlt(0, 0, 55, 55, &dcMem, 0, 0, SRCCOPY);
dc.SelectObject(cache);
The definition of components.icon.bmp is...
components.icon.bmp.LoadBitmap(BMP_BOARDER);
BITMAP icon;
components.icon.bmp.GetBitmap(&icon);
There shouldn't be problem here. The Bitmap is a 32bit alpha bitmap and LoadBitmap returned TRUE.
It doesn't work with 24 bit either.
---- Got it! Problem with my resources
This code seems good to me but there are still many things that can be wrong. Test your code to know where the problem is:
- If you draw anything else (a rectangle for instance) does it appears on the frame window?
- Try to save the bmp to a file and see if it's ok.
- Try to convert the bmp to 24bits using a tool and see if it works.
Once you know where the problem is you'll be able to focus on the problem.
Probably you won't be able to draw a 32bits bmp using GDI but you should get something (a black square at least). Anyway, if you need to draw 32bits alpha-channel bmps using GDI you have to pre-multiply the image and use AlphaBlend method instead of BitBlt.