Display repaint an image on window at 60 hz - c++

If you open skype and click "share screen" it shows you a video preview of what's going to be streamed.
So far I have this code:
To get screen:
HBITMAP screenshot()
{
// get the device context of the screen
HDC hScreenDC = CreateDC("DISPLAY", NULL, NULL, NULL);
// and a device context to put it in
HDC hMemoryDC = CreateCompatibleDC(hScreenDC);
int width = GetDeviceCaps(hScreenDC, HORZRES);
int height = GetDeviceCaps(hScreenDC, VERTRES);
// maybe worth checking these are positive values
HBITMAP hBitmap = CreateCompatibleBitmap(hScreenDC, width, height);
// get a new bitmap
HBITMAP hOldBitmap = (HBITMAP)SelectObject(hMemoryDC, hBitmap);
BitBlt(hMemoryDC, 0, 0, width, height, hScreenDC, 0, 0, SRCCOPY);
hBitmap = (HBITMAP)SelectObject(hMemoryDC, hOldBitmap);
return hBitmap;
To render on form:
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
case WM_CREATE:
//hBitmap = (HBITMAP)LoadImage(NULL, LPCSTR("c:/users/they/documents/file.bmp"), IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
case WM_PAINT:
hBitmap = screenshot();
PAINTSTRUCT ps;
HDC hdc;
BITMAP bitmap;
HDC hdcMem;
HGDIOBJ oldBitmap;
hdc = BeginPaint(hwnd, &ps);
hdcMem = CreateCompatibleDC(hdc);
oldBitmap = SelectObject(hdcMem, hBitmap);
GetObject(hBitmap, sizeof(bitmap), &bitmap);
BitBlt(hdc, 200, 50, bitmap.bmWidth,bitmap.bmHeight,
hdcMem, 0, 0, SRCCOPY);
SelectObject(hdcMem, oldBitmap);
DeleteDC(hdcMem);
EndPaint(hwnd, &ps);
if(millis % 70) RedrawWindow(hwnd, NULL, NULL, RDW_INVALIDATE | RDW_UPDATENOW);
}
Issue is, the timing "millis % 70" I have read about timer queue and the std timer, but hear that they are unreliable at fast speeds,
also is repainting like the the best way to render "video" frame by frame without libraries?

There are a couple different issues here:
GDI probably isn't going to be fast enough to do 60 or 70 frames per second. There are other technologies (as #Richard Critten) suggested in the comments that are designed to do these kinds of operations in close cooperation with the hardware. Admittedly, those APIs can be harder to learn and use.
You're right that these kinds of timers aren't going to reliably trigger your per-frame code. There is a hack people use to improve the resolution of these timers, but there are a lot of drawbacks to doing that, especially if you're not very careful about it.
That being said, it is possible to hack together a program to copy video frames using GDI at a lower frame rate. I've done this back in the "Video for Windows" days. I managed to snag 640x480 frames from a webcam video preview windows at close to 30 fps, occasionally dropping frames.
To do that, you use a "game loop" rather than relying on timer events. A game loop is a tight loop that watches the clock until it's time to handle the next frame. This will burn a lot of CPU and eat up laptop batteries, but it's essentially how most Windows video games while you're playing. (Good games will stop "spinning" when the game is paused.)
A typical event-based Windows program has a message loop like this:
while (GetMessage(&msg, NULL, 0, 0) > 0) {
DispatchMessage(&msg);
}
(Actual code can be slightly more complex, but these are the guts we care about.)
The GetMessage call waits until there's a message for your program to respond to.
A game loop doesn't wait. It checks to see if there's a message ready without waiting. It uses PeekMessage to do this. The other thing it does is to keep track of the time. If there's nothing to do, it just loops, immediately. In semi-pseudocode, it looks something like this:
SomeType next_frame_time = now;
for (;;) {
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
if (msg.message == WM_QUIT) break;
DispatchMessage(msg);
}
if (current time >= next_frame_time) {
HandleNextFrame();
next_frame_time += frame interval;
}
}
Note that the loop just runs forever unless a WM_QUIT message arrives. And it runs as fast as it can. Instead of doing your work in response to WM_TIMER and WM_PAINT, you do them whenever HandleNextFrame is called.
The remaining trick is working with a high resolution clock. You can use the Windows API QueryPeformanceCounter for that. Note that you have to determine the units used by QueryPerformanceCounter at runtime using QueryPerformanceFrequency.

Related

How to draw text on a bitmap in memory [no MFC]

Can somebody explain how to draw text on a bitmap in memory?
I have the following code but i can't figure out how to do it.
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hWnd, &ps);
HDC buffDC = CreateCompatibleDC(hdc);
SelectObject(buffDC, hFnt);
SetTextColor(buffDC, RGB(1, 1, 1));
SetBkColor(buffDC, RGB(0, 255, 0));
RECT rc;
GetClientRect(hWnd, &rc);
HBITMAP buffBitmap = CreateCompatibleBitmap(buffDC, rc.right, rc.bottom);
int savedDC = SaveDC(buffDC);
HBRUSH hBrush = CreateSolidBrush(RGB(0, 255, 0));
FillRect(buffDC, &rc, hBrush);
DeleteObject(hBrush);
//This is the part where i would like to draw to the bitmap
TextOutA(buffDC, 0, 0, "Hello", 6);
SelectObject(buffDC, buffBitmap);
BitBlt(hdc, 0, 0, rc.right, rc.bottom, buffDC, 0, 0, SRCCOPY);
RestoreDC(buffDC, savedDC);
DeleteObject(buffBitmap);
DeleteDC(buffDC);
EndPaint(hWnd, &ps);
break;
}
I have seen a lot of different solutions mostly using MFC, however I would like to avoid that approach if possible.
EDIT: I have checked the other already asked questions but I couldn't find one wich would cover this without MFC.
My original problem was that I'm using a timer to call RedrawWindow and update the position of the text and make a sort of scrolling text which moves from right to left.
When I was in the testing process I have noticed that on some machines the app runs with up to 25% CPU usage and on some others it uses < 1%. I have tested the app one two machines with exactly the same specs running Windows 7 and the app ran on one with ~10% and the other with 0%.
(By the way my timer is getting called every 33ms and RedrawWindow uses RDW_UPDATENOW and I didn't handle the WM_ERASEBKGND message either :P
Since WM_TIMER (as far as I know) is a low priority message I was not concerned about the timer causeing the issue with the CPU usage.)
I satrted to think that maybe I should be using a bitmap and BitBlt it to the screen rather than just simply drawing to the dc and updating the x coordinate every time I repaint the screen.
Thanks
Before you can draw onto a bitmap, you have to select it into a memory device context.
Move SelectObject(buffDC, buffBitmap); before the first call to a drawing function, but usually as soon as possible after you created the bitmap.
In your sample code it appears suitable to insert it after the SaveDC() call so the original bitmap will be restored later when you call RestoreDC():
int savedDC = SaveDC(buffDC);
SelectObject(buffDC, buffBitmap);
As commenters noted, CreateCompatibleBitmap(buffDC, rc.right, rc.bottom) should be changed to CreateCompatibleBitmap(hdc, rc.right, rc.bottom).
From the reference of CreateCompatibleBitmap():
When a memory device context is created, it initially has a 1-by-1
monochrome bitmap selected into it. If this memory device context is
used in CreateCompatibleBitmap, the bitmap that is created is a
monochrome bitmap. To create a color bitmap, use the HDC that was used
to create the memory device context
Finally a suggestion: If you just need a temporary bitmap (as in your sample code), there is a more efficient API available since Windows Vista. It is called the buffered paint API. MSDN does not appear to provide a good overview, here is a tutorial and the reference (all functions that have "BufferedPaint" in their name).
Here is the Window Procedure which worked for me and is based on the answer from zett42.
This piece of code is just for testing purposses as I cannot post the original source code of the application I'm working on due to work.
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
static int xPos;
const bool bIsBufferedPaint = true;
switch (message)
{
case WM_CREATE:
{
BufferedPaintInit();
}
break;
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hWnd, &ps);
if(bIsBufferedPaint)
{
HDC newDC;
RECT rc;
RECT dstrc;
GetClientRect(hWnd, &rc);
dstrc = rc;
dstrc.left = rc.right + xPos;
HPAINTBUFFER hBufferedPaint = BeginBufferedPaint(hdc, &rc, BPBF_COMPATIBLEBITMAP, NULL, &newDC);
if(hBufferedPaint)
{
BufferedPaintClear(hBufferedPaint, NULL);
SetTextColor(newDC, RGB(0, 0, 0));
DrawText(newDC, L"Using buffered paint", -1, &dstrc, DT_SINGLELINE | DT_VCENTER | DT_LEFT);
Sleep(2);
EndBufferedPaint(hBufferedPaint, TRUE);
}
else
{
// buffer paint did not work.
}
}
else
{
HDC buffDC = CreateCompatibleDC(hdc);
SetTextColor(buffDC, RGB(0, 0, 0));
SetBkColor(buffDC, RGB(255, 255, 255));
RECT rc;
GetClientRect(hWnd, &rc);
HBITMAP buffBitmap = CreateCompatibleBitmap(hdc, rc.right, rc.bottom);
int savedDC = SaveDC(buffDC);
SelectObject(buffDC, buffBitmap);
HBRUSH hBrush = CreateSolidBrush(RGB(255, 255, 255));
FillRect(buffDC, &rc, hBrush);
DeleteObject(hBrush);
std::string testText = "Not using the buffered paint API";
TextOutA(buffDC, xPos, 0, testText.c_str(), testText.size());
BitBlt(hdc, 0, 0, rc.right, rc.bottom, buffDC, 0, 0, SRCCOPY);
RestoreDC(buffDC, savedDC);
DeleteObject(buffBitmap);
DeleteDC(buffDC);
}
EndPaint(hWnd, &ps);
}
break;
case WM_ERASEBKGND:
return 1;
case WM_TIMER:
{
switch(wParam)
{
case TIMER1:
{
xPos--;
RedrawWindow(hWnd, NULL, NULL, RDW_INVALIDATE | RDW_ERASE | RDW_ERASE);
if(bIsBufferedPaint)
{
if(xPos <= -500)
xPos = 0;
}
else
{
if(xPos <= -50)
xPos = 1000;
}
}
break;
}
}
break;
case WM_NCDESTROY:
{
BufferedPaintUnInit();
}
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}

White Flicker after CombineRgn function

It seems the flickering is generated by the CombineRgn function, but I really have no idea why this happens, since i've never used regions that much I'm possibly missing some knowledge on the matter.
Some events in the program triggers the addition of little rectangles to the main region, here's the code that handles that:
HRGN ActualRegion = CreateRectRgn(0, 0, 0, 0);
GetWindowRgn(hwnd, ActualRegion);
HRGN AddedRect = CreateRectRgn(//long code that creates a rectangle)
CombineRgn(ActualRegion, ActualRegion, AddedRect, RGN_OR);
SetWindowRgn(hwnd, ActualRegion, FALSE);
InvalidateRect(hwnd, NULL, FALSE);
White Flickering appears only after the invalidation if new regions where combined to the main one.
Here's how I'm implementing double buffering in WM_PAINT:
PLEASE NOTE that on creation i'm enabling the DWM blur behind function with an invalid region (different from the Main one) which means that everything painted with BLACK_BRUSH will result in a 100% "invisible" portion of the program
RECT r; GetClientRect(hwnd, &r);
PAINTSTRUCT ps; HDC hdc = BeginPaint(hwnd, &ps);
HDC MemDc = CreateCompatibleDC(hdc);
HBITMAP hBmp = CreateCompatibleBitmap(hdc, r.right, r.bottom);
HBITMAP hOld = (HBITMAP)SelectObject(MemDc, hBmp);
//Making sure this dc is filled with "invisible" pixels to display
SelectObject(MemDc, GetStockObject(BLACK_BRUSH));
Rectangle(MemDc, //arbitrary values that matches the entire screen);
BitBlt(hdc, 0, 0, GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CYSCREEN), MemDc, 0, 0, SRCCOPY);
//clean-up
SelectObject(MemDc, hOld);
DeleteObject(hBmp);
DeleteDC(MemDc);
EndPaint(hwnd, &ps);
WM_ERASEBKGND obviously returns TRUE without further handling, the WNDCLASSEX instance of the window has a default BLACK_BRUSH as the hbrBackground field.
I also tried to intercept and return TRUE from WM_NCPAINT message.
I'm doing everything necessary to avoid intermediate drawcalls, everything handled inside the WM_PAINT uses a backbuffer, also i'd like to mention i'm not working with images/bitmaps. Everything is drawn with gdi/gdi+, and in no place i'm actually issuing a "white" redraw that may possibly cause said flicker. I'm a bit lost here
Is it something that i'm possibly missing ? I can't really understand what may be causing white flickering in this scenario
The problem is not the CombineRgn function but the SetWindowRgn function which you call before the system draws the window for the first time. If you call SetWindowRgn after the first draw, no flicker. Unfortunatelly I don't know why. So, a way to counter that is to set the window region after the first draw (take the code that sets window region from WM_CREATE and leave only the DwmEnableBlurBehindWindow):
static int stc = 0;
//in WM_PAINT after the EndPaint(hwnd, &ps); add
HRESULT lr = DefWindowProc(hwnd, message, wParam, lParam);
if( stc == 0 ){
OnlyOnce();
stc++;
}
return lr;
and the OnlyOnce:
void OnlyOnce(void){
int X_Screen = GetSystemMetrics(SM_CXSCREEN);
int Y_Screen = GetSystemMetrics(SM_CYSCREEN);
HRGN ActualRegion = CreateRectRgn(X_Screen - 100, Y_Screen - 100, X_Screen - 100 + 40, Y_Screen - 100 + 40);
SetWindowRgn(hWnd, ActualRegion, true);
return;
}

WM_PAINT handler doesn't perform as it should, flicker-like effect occurs

INTRODUCTION:
I have decided to make a test project in MS Visual Studio 2008, in C++ to test a small program in pure WIN32, regarding painting a bitmap as window's background.
PROBLEM:
Window should have gray brush and a bitmap picture stretched over its client area.
In my code for WM_PAINT, if I try to paint gray brush for window, without bitmap, everything seems to work well.
Same goes if I just try to put a bitmap as a background.
Yet, when I combine these two, so I can get a bitmap picture stretched, and gray background behind bitmap, this is what happens:
Bitmap picture appears to "stands still", but gray brush appears over entire window for a second, then disappears entirely, so only stretched bitmap is seen, and then appears again, and so on.
It seems as if it is drawn from top going to the bottom, and it seems as if application is doing it all over again.
This is how I see it when I start my program.
RELEVANT INFORMATION:
The program was made by choosing option File->New, and then choosing Win32 project from the options.
Window class was set automatically, and the following members were set like this:
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
I have added static global variable to store bitmap handle:
static HBITMAP bmp;
In the window procedure, made by the wizard, I have initialized it with following code:
case WM_CREATE:
bmp = LoadBitmap( hInst, MAKEINTRESOURCE(IDB_BITMAP1) );
return 0;
break;
In the window procedure, made by the wizard, I have added WM_PAINT handler, with following code:
case WM_PAINT:
{
hdc = BeginPaint(hWnd, &ps);
RECT r;
GetClientRect( hWnd, &r );
// TODO: Add any drawing code here...
// fill client area with gray brush, just to test
FillRect( hdc, &r, (HBRUSH)GetStockObject( GRAY_BRUSH ) );
// memory DC for double buffering
HDC MemDC = CreateCompatibleDC( hdc );
// select our bitmap into memory DC
HBITMAP old = (HBITMAP)SelectObject( MemDC, bmp );
// get bitmap's width and height so we can stretch it
BITMAP b;
GetObject( bmp, sizeof(BITMAP), &b );
// stretch our bitmap
StretchBlt( hdc, 0, 0, r.right - r.left, r.bottom - r.top,
MemDC, 0, 0, b.bmWidth, b.bmHeight, SRCCOPY );
// perform proper cleanup
SelectObject( MemDC, old );
DeleteDC(MemDC);
EndPaint(hWnd, &ps);
}
return 0L;
break;
I have also invalidated client area when window is resized, or erasing of background happens, like this:
case WM_ERASEBKGND:
InvalidateRect( hWnd, NULL, TRUE );
return 1L;
break;
case WM_SIZE:
InvalidateRect( hWnd, NULL, TRUE );
return 0L;
Bitmap is destroyed like this:
case WM_DESTROY:
DeleteObject( bmp );
PostQuitMessage(0);
break;
IMPORTANT NOTE:
Even if I comment out handlers for WM_SIZE and WM_ERASEBKGND, the effect still occurs.
I do not have much experience with double buffering, but this is simple thing to do.
I just fail to see the mistake, so I ask more experienced and skillfull colleagues to help.
If additional source code is required, ask for it and I will post it, but until then I will omit it to keep the question brief.
You should not call InvalidateRect in WM_ERASEBKGND. That's just going to force an endless series of paint cycles.
The job of WM_ERASEBKGND is to paint the background, and that's all you should ever do. If your WM_PAINT is going to paint the entire window, then there's no need to paint any background. In which case, and I think this is your scenario, you should do nothing in WM_ERASEBKGND.

How to debug code in WM_PAINT in c++?

I have the following code in the WM_PAINT message handler of the main window :
void BossController::paint ( HWND hwnd, HBITMAP skin )
{
PAINTSTRUCT ps;
HDC hdc;
hdc = BeginPaint ( hwnd, &ps );
HDC dcSkin = CreateCompatibleDC ( hdc ); // memory dc for skin
HDC hMemDc = CreateCompatibleDC ( hdc ); // memory dc for painting
HBITMAP hmemBmp = CreateCompatibleBitmap ( hdc, width, height ); // Create bitmap to draw on
HBITMAP hOldMemBmp = (HBITMAP)SelectObject ( hMemDc, hmemBmp ); // select memory bitmap in memory dc
HBITMAP hOldSkinBmp = (HBITMAP)SelectObject ( dcSkin, skin ); //select skin bitmap in skin memory dc
BitBlt ( hMemDc, 0, 0, width, height, dcSkin, 0, 0, SRCCOPY ); // Paint Skin on Memory DC
BitBlt ( hdc, 0, 0, width, height, hMemDc, 0, 0, SRCCOPY ); // Paint Skin on Window DC
DeleteObject ( hOldSkinBmp );
DeleteObject ( hOldMemBmp );
DeleteObject( hmemBmp );
DeleteDC ( hMemDc );
DeleteDC ( dcSkin );
EndPaint ( hwnd, &ps );
};
I will be painting text on the skin aswell, that's why I am BitBlt ing on memory DC with a memory bitmap, I have tried with straight painting(directly to hdc) as well, but none worked, and I am not sure how to debug it. The only thing I could check was to check the skin against NULL in LoadBitmap function's return value and also in the void BossController::paint ( HWND hwnd, HBITMAP skin ). And BitBlt's return value.
It always shows a rectangle with the background color I chose while creating the window. (window is a custom skinned one so, no title bar etc is there.
Can someone point out the errors if any or the potential pitfalls or maybe how to debug it ?
It looks like nobody ever answered this.
First off, I don't know what framework you're using, but there are normally a few checks before one starts painting. A typical paint handler begins something like:
RECT r;
if (GetUpdateRect(&r) == 0)
{
// Nothing to paint, exit function.
return 0;
}
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
if (hdc == 0)
{
// No display device context available, exit function.
return 0;
}
Second, I don't know what 'skin' is (an HBITMAP, but I don't know anything about how it was created, where it come from, what its dimensions and bit depth are).
Third, your cleanup is incorrect. Always call SelectObject to restore the previous selected bitmap, pen, brush, etc. Then call DeleteObject on whatever you created.
As for how to debug, if something's broken in a paint handler, you should always strip it to the bare minimum, verify functionality, and start adding in things until it breaks. In this case, I would replace all of your existing code with a simple filled rectangle in a weird color and see if that works. Then I'd do a BitBlt directly from the 'skin' bitmap on top of the funky color, and see if that works.
The most common errors with GDI programming are caused by things like using the wrong coordinates (e.g. Window coordinates instead of Client coordinates, or giving the wrong offset into your source in a BitBlt call), failure to correctly create resources (e.g. CreateCompatibleDC, then calling CreateCompatibleBitmap using the new DC, which results in a monochrome bitmap), or failure to properly clean up (e.g. the way you didn't select the old resources before disposing of your newly-created ones). It's also common to not even initiate a repaint correctly, such that your WM_PAINT handler isn't even getting hit. The first step is always a breakpoint to make sure your code is even executing!

c++,bitmap won't show?

The bitmap will not display when the left mouse button is clicked.
I'm using visual c++ express
HDC DC, memDC;
switch(message) {
case WM_CREATE:
hBit1 = LoadBitmap(hInst, "C:\New folder (2)\MyBP1.bmp");
break;
case WM_LBUTTONDOWN:
DC = GetDC(hwnd);
memDC = CreateCompatibleDC(DC);
SelectObject (memDC, hBit1);
BitBlt(DC, LOWORD(lParam), HIWORD(lParam), 27, 59, memDC, 0, 0, SRCCOPY);
ReleaseDC(hwnd, DC);
DeleteDC(memDC);
break;
I'm not sure exactly whats wrong with the code.
Theres no errors displayed in visual c++ express
If the code is all wrong would someone point me in the right direction
LoadBitmap is only for loading bitmaps that are stored as resources in your executable or a DLL.
To load a bitmap from a BMP file, you want to use LoadImage with the LR_LOADFROMFILE flag, something like this:
bmp = (HBITMAP)LoadImage(0, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
As an aside, you probably don't really want to do the displaying directly in response to WM_LBUTTONDOWN. Instead, you normally want to record the position, possibly set a flag to indicate that the bitmap should be displayed, and call InvalidateRect to invalidate your client rectangle -- then do the actual drawing in response to WM_PAINT.