How to show menu bitmaps with transparent background - mfc

I am using this code:
m_bmpSwap.LoadBitmap(IDB_BITMAP2);
pMnuPopup->SetMenuItemBitmaps(0, MF_BYPOSITION, &m_bmpSwap, &m_bmpSwap);
It looks like:
It was only a test image:
How exactly do I get my image to look as if it has a transparent background?
It is 24 bit image.
I have seen this but I can't work it out.
I adjusted to a 8 bit image with 192/192/192 as the background and loaded like this:
HBITMAP hBmp;
hBmp = (HBITMAP)::LoadImage(AfxGetResourceHandle(),
MAKEINTRESOURCE(IDB_BITMAP2),
IMAGE_BITMAP,
0, 0, // cx,cy
LR_CREATEDIBSECTION | LR_LOADMAP3DCOLORS);
m_bmpSwap.Attach(hBmp);
pMnuPopup->SetMenuItemBitmaps(0, MF_BYPOSITION, &m_bmpSwap, &m_bmpSwap);
That seems better if I am not running WindowsBlinds:
But when I put WindowsBlinds back on and show it again:
I am colourblind myself, but I can tell that the background actually matches the dialog background and not the menu colour background.
Is this the best I can do?
Just how can I have a 24 bit or 32 bit image as a menu bitmap?

Add LR_LOADTRANSPARENT flag as well as LR_LOADMAP3DCOLORS
This will work with 8-bit or 4-bit images (not tested with Windows blind)
Or you can manually change the background color
void swap_color(HBITMAP hbmp)
{
if(!hbmp)
return;
HDC hdc = ::GetDC(HWND_DESKTOP);
BITMAP bm;
GetObject(hbmp, sizeof(bm), &bm);
BITMAPINFO bi = { 0 };
bi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bi.bmiHeader.biWidth = bm.bmWidth;
bi.bmiHeader.biHeight = bm.bmHeight;
bi.bmiHeader.biPlanes = 1;
bi.bmiHeader.biBitCount = 32;
std::vector<uint32_t> pixels(bm.bmWidth * bm.bmHeight);
GetDIBits(hdc, hbmp, 0, bm.bmHeight, &pixels[0], &bi, DIB_RGB_COLORS);
//assume that the color at (0,0) is the background color
uint32_t color_old = pixels[0];
//this is the new background color
uint32_t bk = GetSysColor(COLOR_MENU);
//swap RGB with BGR
uint32_t color_new = RGB(GetBValue(bk), GetGValue(bk), GetRValue(bk));
for (auto &pixel : pixels)
if(pixel == color_old)
pixel = color_new;
SetDIBits(hdc, hbmp, 0, bm.bmHeight, &pixels[0], &bi, DIB_RGB_COLORS);
::ReleaseDC(HWND_DESKTOP, hdc);
}
Usage:
CBitmap bmp;
bmp.LoadBitmap(IDB_BITMAP1);
swap_color(bmp);
menu.SetMenuItemBitmaps(0, MF_BYPOSITION, &bmp, &bmp);

I found this article. I replicate the made code here:
#define COLORREF2RGB(Color) (Color & 0xff00) | ((Color >> 16) & 0xff) \
| ((Color << 16) & 0xff0000)
//-------------------------------------------------------------------------------
// ReplaceColor
//
// Author : Dimitri Rochette drochette#coldcat.fr
// Specials Thanks to Joe Woodbury for his comments and code corrections
//
// Includes : Only <windows.h>
//
// hBmp : Source Bitmap
// cOldColor : Color to replace in hBmp
// cNewColor : Color used for replacement
// hBmpDC : DC of hBmp ( default NULL ) could be NULL if hBmp is not selected
//
// Retcode : HBITMAP of the modified bitmap or NULL for errors
//
//-------------------------------------------------------------------------------
HBITMAP ReplaceColor(HBITMAP hBmp,COLORREF cOldColor,COLORREF cNewColor,HDC hBmpDC)
{
HBITMAP RetBmp=NULL;
if (hBmp)
{
HDC BufferDC=CreateCompatibleDC(NULL); // DC for Source Bitmap
if (BufferDC)
{
HBITMAP hTmpBitmap = (HBITMAP) NULL;
if (hBmpDC)
if (hBmp == (HBITMAP)GetCurrentObject(hBmpDC, OBJ_BITMAP))
{
hTmpBitmap = CreateBitmap(1, 1, 1, 1, NULL);
SelectObject(hBmpDC, hTmpBitmap);
}
HGDIOBJ PreviousBufferObject=SelectObject(BufferDC,hBmp);
// here BufferDC contains the bitmap
HDC DirectDC=CreateCompatibleDC(NULL); // DC for working
if (DirectDC)
{
// Get bitmap size
BITMAP bm;
GetObject(hBmp, sizeof(bm), &bm);
// create a BITMAPINFO with minimal initilisation
// for the CreateDIBSection
BITMAPINFO RGB32BitsBITMAPINFO;
ZeroMemory(&RGB32BitsBITMAPINFO,sizeof(BITMAPINFO));
RGB32BitsBITMAPINFO.bmiHeader.biSize=sizeof(BITMAPINFOHEADER);
RGB32BitsBITMAPINFO.bmiHeader.biWidth=bm.bmWidth;
RGB32BitsBITMAPINFO.bmiHeader.biHeight=bm.bmHeight;
RGB32BitsBITMAPINFO.bmiHeader.biPlanes=1;
RGB32BitsBITMAPINFO.bmiHeader.biBitCount=32;
// pointer used for direct Bitmap pixels access
UINT * ptPixels;
HBITMAP DirectBitmap = CreateDIBSection(DirectDC,
(BITMAPINFO *)&RGB32BitsBITMAPINFO,
DIB_RGB_COLORS,
(void **)&ptPixels,
NULL, 0);
if (DirectBitmap)
{
// here DirectBitmap!=NULL so ptPixels!=NULL no need to test
HGDIOBJ PreviousObject=SelectObject(DirectDC, DirectBitmap);
BitBlt(DirectDC,0,0,
bm.bmWidth,bm.bmHeight,
BufferDC,0,0,SRCCOPY);
// here the DirectDC contains the bitmap
// Convert COLORREF to RGB (Invert RED and BLUE)
cOldColor=COLORREF2RGB(cOldColor);
cNewColor=COLORREF2RGB(cNewColor);
// After all the inits we can do the job : Replace Color
for (int i=((bm.bmWidth*bm.bmHeight)-1);i>=0;i--)
{
if (ptPixels[i]==cOldColor) ptPixels[i]=cNewColor;
}
// little clean up
// Don't delete the result of SelectObject because it's
// our modified bitmap (DirectBitmap)
SelectObject(DirectDC,PreviousObject);
// finish
RetBmp=DirectBitmap;
}
// clean up
DeleteDC(DirectDC);
}
if (hTmpBitmap)
{
SelectObject(hBmpDC, hBmp);
DeleteObject(hTmpBitmap);
}
SelectObject(BufferDC,PreviousBufferObject);
// BufferDC is now useless
DeleteDC(BufferDC);
}
}
return RetBmp;
}
Now, if I add a 24 bit bitmap to my project, and set the background as 71/71/71 and load it like this:
HBITMAP hBmp = (HBITMAP)::LoadImage(AfxGetResourceHandle(),
MAKEINTRESOURCE(IDB_BITMAP1),
IMAGE_BITMAP,
0, 0, // cx,cy
LR_LOADTRANSPARENT | LR_LOADMAP3DCOLORS);
HBITMAP hBmp2 = ReplaceColor(hBmp, RGB(71, 71, 71), GetSysColor(COLOR_MENU), NULL);
DeleteObject(hBmp);
m_bmpSwap.Attach(hBmp2);
pMnuPopup->SetMenuItemBitmaps(0, MF_BYPOSITION, &m_bmpSwap, &m_bmpSwap);
The result:

Related

How to construct a GDI+ Bitmap object from a Device-Dependent HBITMAP

I want to use GDI+ method Image::Save() to save a DDB to a file in the following scenario:
HBITMAP hBitmap = CreateCompatibleBitmap(hDC, 200, 200) ;
...
//hBitmap is a DDB so I need to pass an HPALETTE
Gdiplus::Bitmap(hBitmap, ???HPALETTE??? ).Save(L"file.png", ...) ;
The problem is that Bitmap constructor asks for an HPALETTE when the bitmap is not a device-independent bitmap.
Where do I get the necessary HPALETTE from?
FOLLOWUP:
One of the answers suggests passing NULL as the HPALETTE parameter.
Here is a working example that does so. The result is a purely black and white image where all colors are lost.
#include <windows.h>
#include <gdiplus.h>
int main(){
using namespace Gdiplus ;
GdiplusStartupInput gdiplusStartupInput ;
ULONG_PTR gdiplusToken ;
GdiplusStartup(&gdiplusToken, &gdiplusStartupInput, NULL) ;
CLSID pngEncoder = {0x557cf406, 0x1a04, 0x11d3, {0x9a, 0x73, 0x00, 0x00, 0xf8, 0x1e, 0xf3, 0x2e} } ;
HDC dcHndl = CreateCompatibleDC(NULL) ;
HBITMAP hBitmap = CreateCompatibleBitmap(dcHndl, 200, 200) ;
SelectObject(dcHndl, hBitmap) ;
BitBlt(dcHndl, 0,0, 200,200, GetDC(NULL), 0,0, SRCCOPY|CAPTUREBLT) ;
Bitmap(hBitmap, NULL).Save(L"file.png", &pngEncoder) ;
}
First (and this is unrelated to your main question):
When creating a bitmap for screen shot, don't use a memory dc because that creates a monochrome bitmap. That's the main reason you are getting a black and white image (on my computer I just get a black image).
Don't use GetDC(0) inside another function. Every call to GetDC match have a matching ReleaseDC to avoid resource leak.
After calling BitBlt it is good practice to select hbitmap out of dc because you are basically finished drawing on dc.
The following code will work on Windows 10
int w = 800;
int h = 600;
HDC hdc = GetDC(HWND_DESKTOP);
HDC memdc = CreateCompatibleDC(hdc);
HBITMAP hbitmap = CreateCompatibleBitmap(hdc, w, h);
HBITMAP oldbmp = (HBITMAP)SelectObject(memdc, hbitmap);
BitBlt(memdc, 0, 0, w, h, hdc, 0, 0, SRCCOPY | CAPTUREBLT);
SelectObject(memdc, oldbmp);
Bitmap(hbitmap, NULL).Save(filename, &pngEncoder);
DeleteObject(hbitmap);
DeleteDC(memdc);
ReleaseDC(HWND_DESKTOP, hdc);
Back to your question regarding the documentation:
Type: HPALETTE
Handle to a GDI palette used to define the bitmap colors if hbm is not a device-independent bitmap (DIB).
In addition,
Do not pass to the Bitmap::FromHBITMAP method a GDI bitmap or a GDI palette that is currently (or was previously) selected into a device context.
The code I posted obeys only one rule, that GDI bitmap is not currently selected in to a device context (but it was previously selected).
The documentation may apply to older versions of Windows. As far as I can see MFC's CImage class does not follow all these rules. New computer displays are all 24 or 32 bit, I don't know how you would get a palette for it.
To follow the documentation to the letter, you can convert DDB to DIB section, using CreateDIBSection and GetDIBits. Use the new DIB section hbitmap_dib in Bitmap::FromHBITMAP. This will satisfy all of the conditions: hbitmap is dib, it is not (and was not) selected in to a device context.
Or, Gdiplus::Bitmap has another method Bitmap::FromBITMAPINFO. If there is no palette, you can use this code instead:
HDC hdc = GetDC(HWND_DESKTOP);
HDC memdc = CreateCompatibleDC(hdc);
HBITMAP hbitmap = CreateCompatibleBitmap(hdc, w, h);
HBITMAP oldbmp = (HBITMAP)SelectObject(memdc, hbitmap);
BitBlt(memdc, 0, 0, 800, 600, hdc, 0, 0, SRCCOPY | CAPTUREBLT);
SelectObject(memdc, oldbmp);
BITMAP bm;
GetObject(hbitmap, sizeof(bm), &bm);
int size = ((bm.bmWidth * bm.bmBitsPixel + 31) / 32) * 4 * bm.bmHeight;
BITMAPINFO info{ sizeof(info), bm.bmWidth, bm.bmHeight, 1, bm.bmBitsPixel, BI_RGB, size };
std::vector<char> bits(size);
GetDIBits(memdc, hbitmap, 0, bm.bmHeight, &bits[0], &info, DIB_RGB_COLORS);
Bitmap *bitmap = Bitmap::FromBITMAPINFO(&info, &bits[0]);
bitmap->Save(filename, &pngEncoder);
delete bitmap;
DeleteObject(hbitmap);
DeleteDC(memdc);
ReleaseDC(HWND_DESKTOP, hdc);
As CreateCompatibleBitmap remarks sate if you are dealing with color bitmaps we can also assume that hDC is a nonmemory device context (because memory device context will only create monochrome bitmaps) and the color palette used by this bitmap is the same color palette used by this device context. You can query it using GetCurrentObject method. However remarks to Bitmap.Bitmap(HBITMAP, HPALETTE) constructor state:
Do not pass to the GDI+ Bitmap::Bitmap constructor a GDI bitmap or a GDI palette that is currently (or was previously) selected into a device context.
So you can not used current device context palette directly and need to create a copy of it instead.
/// <returns>
/// Handle to palette currently selected into device context without granting ownership.
/// </returns>
_Check_return_ ::HPALETTE
Fetch_CurrentPalette(_In_ ::HDC const h_dc)
{
assert(h_dc);
::HGDIOBJ const h_palette_object{::GetCurrentObject(h_dc, OBJ_PAL)}; // not owned
assert(h_palette_object);
assert(OBJ_PAL == ::GetObjectType(h_palette_object));
// Perform unchecked conversion of generic GDI object descriptor to GDI palette descriptor.
::HPALETTE h_current_palette{}; // not owned
{
static_assert(sizeof(h_palette_object) == sizeof(h_current_palette), "wat");
::memcpy
(
::std::addressof(h_current_palette)
, ::std::addressof(h_palette_object)
, sizeof(h_current_palette)
);
}
return(h_current_palette);
}
/// <returns>
/// Handle to palette copy with granting ownership.
/// </returns>
_Check_return_ ::HPALETTE
Make_PaletteCopy(_In_ ::HPALETTE const h_palette)
{
assert(h_palette);
::UINT const first_entry_index{};
::UINT entries_count{};
::LPPALETTEENTRY p_entries{};
// Figure out how many entries palette contains.
entries_count = ::GetPaletteEntries(h_palette, first_entry_index, entries_count, p_entries);
assert(1 < entries_count);
assert(entries_count <= ::std::numeric_limits< decltype(LOGPALETTE::palNumEntries) >::max());
// This buffer will hold palette description which contains first PALETTEENTRY as last field.
// followed by the rest of PALETTEENTRY items.
::std::unique_ptr< ::std::uint8_t[] > const p_buffer
{
new ::std::uint8_t[sizeof(::LOGPALETTE) + (sizeof(::PALETTEENTRY) * (entries_count - 1u))]
};
// Perform unchecked conversion of buffer pointer to palette description pointer.
::LOGPALETTE * p_description{};
{
::std::uint8_t * const p_buffer_bytes{p_buffer.get()};
static_assert(sizeof(p_buffer_bytes) == sizeof(p_description), "wat");
::memcpy
(
::std::addressof(p_description)
, ::std::addressof(p_buffer_bytes)
, sizeof(p_description)
);
}
// Copy palette entries into buffer.
p_entries = static_cast< ::LPPALETTEENTRY >(p_description->palPalEntry);
::UINT const copied_entries_count
{
::GetPaletteEntries(h_palette, first_entry_index, entries_count, p_entries)
};
assert(copied_entries_count == entries_count);
// Create palette copy.
p_description->palVersion = 0x300; // magic
p_description->palNumEntries = static_cast< ::WORD >(copied_entries_count);
::HPALETTE const h_copied_palette{::CreatePalette(p_description)}; // owned
assert(h_copied_palette);
return(h_copied_palette);
}
::HPALETTE const hPal{Make_PaletteCopy(Fetch_CurrentPalette(hDC))}; // owned
assert(hPal);
::HBITMAP const hBitmap{::CreateCompatibleBitmap(hDC, 200, 200)}; // owned
assert(hBitmap);
{
::Gdiplus::Bitmap bmp{hBitmap, hPal};
assert(::Gdiplus::Status::Ok == bmp.GetLastStatus());
// Do something...
}
// Delete palette and bitmap after GDI+ bitmap object went out of scope.
if(FALSE == ::DeleteObject(hPal))
{
assert(false);
}
if(FALSE == ::DeleteObject(hBitmap))
{
assert(false);
}
You can pass NULL. Sample code below.
int main()
{
GdiplusStartupInput gdiplusStartupInput;
ULONG_PTR gdiplusToken;
GdiplusStartup(&gdiplusToken, &gdiplusStartupInput, NULL);
GUID encoder = {};
GetGdiplusEncoderClsid(L"image/png", &encoder); // https://stackoverflow.com/a/5346026/104458
HDC hdc = GetDC(NULL);
HBITMAP hBitmap = CreateCompatibleBitmap(hdc, 200, 200);
Bitmap bmp(hBitmap, NULL);
bmp.Save(L"File.png", &encoder);
return 0;
}

How to draw text with transparency using GDI?

My goal is to dynamically put some arbitrary text into an HICON image (at runtime.) I'm using the following code:
//Error checks are omitted for brevity
//First create font
LOGFONT lf = {0};
lf.lfHeight = -58;
lf.lfWeight = FW_NORMAL;
lf.lfOutPrecision = OUT_TT_PRECIS; //Use TrueType fonts for anti-alliasing
lf.lfQuality = CLEARTYPE_QUALITY;
lstrcpy(lf.lfFaceName, L"Segoe UI");
HFONT hFont = ::CreateFontIndirect(&lf);
//HICON hIcon = original icon to use as a source
//I'm using a large 256x256 pixel icon
hIcon = (HICON)::LoadImage(theApp.m_hInstance, MAKEINTRESOURCE(IDI_ICON_GREEN_DIAMOND), IMAGE_ICON, 256, 256, LR_DEFAULTCOLOR);
ICONINFO ii = {0};
::GetIconInfo(hIcon, &ii);
BITMAP bm = {0};
::GetObject(ii.hbmColor, sizeof(bm), &bm);
SIZE szBmp = {bm.bmWidth, bm.bmHeight};
HDC hDc = ::GetDC(hWnd);
HDC hMemDC = ::CreateCompatibleDC(hDc);
HGDIOBJ hOldBmp = ::SelectObject(hMemDC, ii.hbmColor);
HGDIOBJ hOldFont = ::SelectObject(hMemDC, hFont);
::SetBkMode(hMemDC, TRANSPARENT);
::SetTextColor(hMemDC, RGB(255, 0, 0)); //Red text
//Draw text
//NOTE that DrawText API behaves in a similar way
::TextOut(hMemDC, 0, 0, L"Hello", 5);
::SelectObject(hMemDC, hOldFont);
::SelectObject(hMemDC, hOldBmp);
//We need a simple mask bitmap for the icon
HBITMAP hBmpMsk = ::CreateBitmap(szBmp.cx, szBmp.cy, 1, 1, NULL);
ICONINFO ii2 = {0};
ii2.fIcon = TRUE;
ii2.hbmColor = ii.hbmColor;
ii2.hbmMask = hBmpMsk;
//Create updated icon
HICON hIcon2 = ::CreateIconIndirect(&ii2);
//Cleanup
::DeleteObject(hBmpMsk);
::DeleteDC(hMemDC);
::ReleaseDC(hWnd, hDc);
::DeleteObject(ii.hbmColor);
::DeleteObject(ii.hbmMask);
::DeleteObject(hFont);
and then I can display the icon in my window from OnPaint() handler (so that I can see how it turns out) as such:
::DrawIconEx(dc.GetSafeHdc(), 0, 0,
hIcon2,
256, 256, NULL,
::GetSysColorBrush(COLOR_BTNFACE),
DI_NORMAL);
So here's what I get:
To see what's going on pixel-wise in my hIcon2 I called GetDIBits on its ii.hbmColor from the code above. The resulting pixel array where my word "Hello" was supposed to be shown looked like this:
The pixels are encoded as BGRA in that memory dump, so the 4th byte in each DWORD stands for transparency: 0=transparent, FF=opaque. But in this case TextOut doesn't fill out transparency, or leaves it as 0, which is interpreted as "fully transparent." Instead it seems to pre-multiply it into the RGB colors themselves.
Note that if I keep looking further down the same bitmap, where the green diamond begins, the image pixels seem to have transparency bytes set correctly:
Any idea how to draw text so that the API could set those transparency bytes?
EDIT: As was suggested below I tried the following GDI+ method:
HGDIOBJ hOldBmp = ::SelectObject(hMemDC, ii.hbmColor);
Graphics grpx(hMemDC);
RectF rcfTxt(0.0f, 0.0f, (REAL)szBmp.cx, (REAL)szBmp.cy);
Font gdiFont(L"Segoe UI", 58.0f, FontStyleRegular, UnitPixel);
SolidBrush gdiBrush(Color(255, 0, 0));
StringFormat gdiSF;
gdiSF.SetAlignment(StringAlignmentNear);
gdiSF.SetFormatFlags(StringFormatFlagsNoWrap);
gdiSF.SetHotkeyPrefix(HotkeyPrefixNone);
//The reason I was using GDI was because I was setting
//spacing between letters using SetTextCharacterExtra()
//Unfortunately with GDI+ this does not work!
HDC hTmpDC = grpx.GetHDC();
::SetTextCharacterExtra(hTmpDC, -4); //This doesn't do anything!
grpx.ReleaseHDC(hTmpDC);
grpx.DrawString(L"Hello", 5, &gdiFont, rcfTxt, &gdiSF, &gdiBrush);
::SelectObject(hMemDC, hOldBmp);
and besides not being able to set character spacing (which I could with GDI using SetTextCharacterExtra) here's what I got (slightly enlarged for visibility):
So clearly still an issue with transparency.
Taken from an old post by Microsoft MVP Mike D Sutton here.
When you create a DC it initially has default 'stock' objects selected
into it, including the stock 1*1*1 Bitmap. Since there is a Bitmap
already selected into the DC when you call DrawText() it will still
try and render to it even though pretty much everything (apart from
one pixel) will be clipped.
What you need to do is to create a Bitmap,
either DDB or DIBSection, and select that into your DC before drawing
to it.
First though you need to find the size of your Bitmap since you
want it large enough to display your text in, so for that you use the
DrawText() call again on the initial DC but include the DT_CALCRECT
flag. What this does is rather than drawing anything it simply
measures how large the text is and dumps that into the RECT you pass
the call. From here you can go ahead and create your DIBSection using
those dimensions and select it into your DC. Finally perform your
existing DrawText ()call (you may also want to use SetBkMode/Color())
which will render the text to the DIBSection from which you can get at
the data.
This seems to work pretty well here:
HBITMAP CreateAlphaTextBitmap(LPCSTR inText, HFONT inFont, COLORREF inColour) {
int TextLength = (int)strlen(inText);
if (TextLength <= 0) return NULL;
// Create DC and select font into it
HDC hTextDC = CreateCompatibleDC(NULL);
HFONT hOldFont = (HFONT)SelectObject(hTextDC, inFont);
HBITMAP hMyDIB = NULL;
// Get text area
RECT TextArea = {0, 0, 0, 0};
DrawText(hTextDC, inText, TextLength, &TextArea, DT_CALCRECT);
if ((TextArea.right > TextArea.left) && (TextArea.bottom > TextArea.top)) {
BITMAPINFOHEADER BMIH;
memset(&BMIH, 0x0, sizeof(BITMAPINFOHEADER));
void *pvBits = NULL;
// Specify DIB setup
BMIH.biSize = sizeof(BMIH);
BMIH.biWidth = TextArea.right - TextArea.left;
BMIH.biHeight = TextArea.bottom - TextArea.top;
BMIH.biPlanes = 1;
BMIH.biBitCount = 32;
BMIH.biCompression = BI_RGB;
// Create and select DIB into DC
hMyDIB = CreateDIBSection(hTextDC, (LPBITMAPINFO)&BMIH, 0, (LPVOID*)&pvBits, NULL, 0);
HBITMAP hOldBMP = (HBITMAP)SelectObject(hTextDC, hMyDIB);
if (hOldBMP != NULL) {
// Set up DC properties
SetTextColor(hTextDC, 0x00FFFFFF);
SetBkColor(hTextDC, 0x00000000);
SetBkMode(hTextDC, OPAQUE);
// Draw text to buffer
DrawText(hTextDC, inText, TextLength, &TextArea, DT_NOCLIP);
BYTE* DataPtr = (BYTE*)pvBits;
BYTE FillR = GetRValue(inColour);
BYTE FillG = GetGValue(inColour);
BYTE FillB = GetBValue(inColour);
BYTE ThisA;
for (int LoopY = 0; LoopY < BMIH.biHeight; LoopY++) {
for (int LoopX = 0; LoopX < BMIH.biWidth; LoopX++) {
ThisA = *DataPtr; // Move alpha and pre-multiply with RGB
*DataPtr++ = (FillB * ThisA) >> 8;
*DataPtr++ = (FillG * ThisA) >> 8;
*DataPtr++ = (FillR * ThisA) >> 8;
*DataPtr++ = ThisA; // Set Alpha
}
}
// De-select bitmap
SelectObject(hTextDC, hOldBMP);
}
}
// De-select font and destroy temp DC
SelectObject(hTextDC, hOldFont);
DeleteDC(hTextDC);
// Return DIBSection
return hMyDIB;
}
If you need an example of how to call it then try something like this
(inDC is the DC to render to):
void TestAlphaText(HDC inDC, int inX, int inY) {
const char *DemoText = "Hello World!\0";
RECT TextArea = {0, 0, 0, 0};
HFONT TempFont = CreateFont(50, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, "Arial\0");
HBITMAP MyBMP = CreateAlphaTextBitmap(DemoText, TempFont, 0xFF);
DeleteObject(TempFont);
if (MyBMP) { // Create temporary DC and select new Bitmap into it
HDC hTempDC = CreateCompatibleDC(inDC);
HBITMAP hOldBMP = (HBITMAP)SelectObject(hTempDC, MyBMP);
if (hOldBMP) {
BITMAP BMInf; // Get Bitmap image size
GetObject(MyBMP, sizeof(BITMAP), &BMInf);
// Fill blend function and blend new text to window
BLENDFUNCTION bf;
bf.BlendOp = AC_SRC_OVER;
bf.BlendFlags = 0;
bf.SourceConstantAlpha = 0x80;
bf.AlphaFormat = AC_SRC_ALPHA;
AlphaBlend(inDC, inX, inY, BMInf.bmWidth, BMInf.bmHeight,
hTempDC, 0, 0, BMInf.bmWidth, BMInf.bmHeight, bf);
// Clean up
SelectObject(hTempDC, hOldBMP);
DeleteObject(MyBMP);
DeleteDC(hTempDC);
}
}
}
All credit to answer and code go to original posters on that forum, I've simply reposted it so that this answer will be valid if the links die.
This reply is coming almost 3 years after the question was posted, but people still consult these things long into the future. So I'll explain what's happening.
DrawText (and other GDI text functions) will work on a transparent bitmap. The text is not coming out black even though it displays that way. The alpha channel is set to 0 on all pixels the text draws to, overriding whatever alpha you had set previously. If you set an alpha value in SetTextColor the text will render all black. If you're feeling ambitious you can run through pixel by pixel and target anything not your fill color (which requires a single fill color) but the problem then becomes one of the nature of ClearType being overridden and all alphas are set to whatever you set them to. The text ends up looking very funky. If you use a constant alpha for your background fill you can simply do a blanket run across the entire bitmap's bits after the text is drawn and reset all the alpha values. Since you have to read a byte to determine if it's background or not, you might as well just set every pixel's alpha to whatever the standard alpha is for that image and bypass the slow compares. This works reasonably well and I've found it to be very acceptable. In this day and age, MS should have taken care of this long ago but it's not to be.
https://learn.microsoft.com/en-us/windows/win32/gdiplus/-gdiplus-antialiasing-with-text-use
Gdiplus::Bitmap bmp( your_Width, your_Height, PixelFormat64bppARGB);
//PixelFormat64bppARGB ARGB needed
FontFamily fontFamily(L"Arial");
Font font(&fontFamily, 29, FontStyleRegular, UnitPoint);
Gdiplus::RectF rectF(00.0f, 10.0f, your_Width, your_Height);
StringFormat stringFormat;
SolidBrush solidBrush(Color(63, 0, 0, 255));
stringFormat.SetAlignment(StringAlignmentCenter);
//solidBrush Color(63, 0, 0, 255) ARGB neede
graphics.SetTextRenderingHint(TextRenderingHintAntiAlias);
graphics.DrawString("your_text", -1, &font, rectF, &stringFormat, &solidBrush);
//TextRenderingHintAntiAlias this needed

c++ GetDIBits not working

First i load the image "cool.bmp".. load is fine. then i call the function "getPixArray" but it fails.
case WM_CREATE:// runs once on creation of window
hBitmap = (HBITMAP)LoadImage(NULL, L"cool.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE );
if(hBitmap == NULL)
::printToDebugWindow("Error: loading bitmap\n");
else
BYTE* b = ::getPixArray(hBitmap);
my getPixArray function
BYTE* getPixArray(HBITMAP hBitmap)
{
HDC hdc,hdcMem;
hdc = GetDC(NULL);
hdcMem = CreateCompatibleDC(hdc);
BITMAPINFO MyBMInfo = {0};
// Get the BITMAPINFO structure from the bitmap
if(0 == GetDIBits(hdcMem, hBitmap, 0, 0, NULL, &MyBMInfo, DIB_RGB_COLORS))
{
::printToDebugWindow("FAIL\n");
}
// create the bitmap buffer
BYTE* lpPixels = new BYTE[MyBMInfo.bmiHeader.biSizeImage];
MyBMInfo.bmiHeader.biSize = sizeof(MyBMInfo.bmiHeader);
MyBMInfo.bmiHeader.biBitCount = 32;
MyBMInfo.bmiHeader.biCompression = BI_RGB;
MyBMInfo.bmiHeader.biHeight = (MyBMInfo.bmiHeader.biHeight < 0) ? (-MyBMInfo.bmiHeader.biHeight) : (MyBMInfo.bmiHeader.biHeight);
// get the actual bitmap buffer
if(0 == GetDIBits(hdc, hBitmap, 0, MyBMInfo.bmiHeader.biHeight, (LPVOID)lpPixels, &MyBMInfo, DIB_RGB_COLORS))
{
::printToDebugWindow("FAIL\n");
}
return lpPixels;
}
This function is supposed to get a reference to the internal pixel array used to draw the image. but both 'FAIL' messages print to the console. Can anyone identify the error or better produce a working version of this function so i can learn from it? ive been stuck for days on this, please help!
This is the were i got most of this code from: GetDIBits and loop through pixels using X, Y
This is the image i used: "cool.bmp" is a 24-bit Bitmap. Width:204 Height: 204
Your first function call fails because you did not initialise MyBMInfo.bmiHeader.biSize. You need to do this:
...
BITMAPINFO MyBMInfo = {0};
MyBMInfo.bmiHeader.biSize = sizeof(MyBMInfo.bmiHeader);
// Get the BITMAPINFO structure from the bitmap
if(0 == GetDIBits(hdcMem, hBitmap, 0, 0, NULL, &MyBMInfo, DIB_RGB_COLORS))
....
Once you fix that, the rest of the code will work as intended.

DrawIconEx leaving mask artifacts

I'm extracting jumbo icons for any given path using IImageList and SHGetFileInfo. Once I have that, I then render the HICON into a HBITMAP using DrawIconEx for eventual rendering with GDI+ Bitmap and Graphics objects.
Now, this all works great, except that when I do the final rendering of the bitmap, the very left edge always has a black artifact on it. This is true for pretty much any icon I get, and is always the left edge.
Any ideas where the dark line could be coming from?
The code I'm using is roughly:
1. Extract Icon:
// Get the image list index of the icon
SHFILEINFO sfi;
if (!SHGetFileInfo(pszPath, 0, &sfi, sizeof(sfi), SHGFI_SYSICONINDEX)) return NULL;
// Get the jumbo image list
IImageList *piml;
if (FAILED(SHGetImageList(SHIL_JUMBO, IID_PPV_ARGS(&piml)))) return NULL;
// Extract an icon
HICON hicon;
piml->GetIcon(sfi.iIcon, ILD_SCALE|ILD_TRANSPARENT, &hicon);
return hicon;
2. Generate Bitmap
HDC hDC = GetDC(NULL);
HDC hMemDC = CreateCompatibleDC(hDC);
HBITMAP hMemBmp = CreateCompatibleBitmap(hDC, x, y);
HBITMAP hResultBmp = NULL;
HGDIOBJ hOrgBMP = SelectObject(hMemDC, hMemBmp);
HBRUSH hbr = CreateSolidBrush(bg);
RECT rr = { 0, 0, 256, 256 }; // jumbo icons
FillRect(hMemDC, &rr, hbr);
DeleteBrush(hbr);
DrawIconEx(hMemDC, 0, 0, hicon, size, size, 0, NULL, DI_NORMAL);
hResultBmp = hMemBmp;
hMemBmp = NULL;
SelectObject(hMemDC, hOrgBMP);
return hResultBitmap;
3. Render GDI+ Bitmap to "window bitmap":
Bitmap *b = ::New Bitmap(hResultBitmap, NULL);
Graphics graphics(hdc);
graphics.SetTextRenderingHint(TextRenderingHintClearTypeGridFit);
SolidBrush bgbrush(Color(255, 255, 255, 255));
Rect r(0, 0, hwnd_w, hwnd_h);
graphics.FillRectangle(&bgbrush, r);
graphics.SetInterpolationMode(InterpolationModeHighQualityBicubic);
Rect r(5, 5, 128, 128);
graphics.DrawImage(dpd->image_to_draw, r);
Wow, I spent another while last night playing with it. It's the ILD_SCALE in IImageList::GetIcon.
Get rid of that and it all works perfectly fine again. Go figure …
1. Extract Icon:
// Get the image list index of the icon
SHFILEINFO sfi;
if (!SHGetFileInfo(pszPath, 0, &sfi, sizeof(sfi), SHGFI_SYSICONINDEX)) return NULL;
// Get the jumbo image list
IImageList *piml;
if (FAILED(SHGetImageList(SHIL_JUMBO, IID_PPV_ARGS(&piml)))) return NULL;
// Extract an icon
HICON hicon;
piml->GetIcon(sfi.iIcon, ILD_TRANSPARENT, &hicon);
return hicon;

Crop function BitBlt(...)

I want to create a crop function in an existing engine. This is what I already have:
bool Bitmap::Crop(RECT cropArea)
{
BITMAP bm;
GetObject(m_Handle, sizeof(bm), &bm);
HDC hSrc = CreateCompatibleDC(NULL);
SelectObject(hSrc, m_Handle);
HDC hNew = CreateCompatibleDC(NULL);
HBITMAP hBmp = CreateCompatibleBitmap(hNew, bm.bmWidth, bm.bmHeight);
HBITMAP hOld = (HBITMAP)SelectObject(hNew, hBmp);
BitBlt(hNew, 0, 0, bm.bmWidth, bm.bmHeight, hSrc, 0, 0, SRCCOPY);
SelectObject(hNew, hOld);
DeleteDC(hSrc);
DeleteDC(hNew);
DeleteObject(m_Handle);
m_Handle = hBmp;
}
I want it to just copy the whole image to a new HBITMAP and replace the old with it. So I know that it works. After that it is just playing with the BitBlt parameters.
m_Handle is a HBITMAP of the class Bitmap.
The result of this code is just a black screen.
Thanks for helping me.
The function works perfectly now.
bool Bitmap::Crop(RECT cropArea)
{
HDC hSrc = CreateCompatibleDC(NULL);
SelectObject(hSrc, m_Handle);
HDC hNew = CreateCompatibleDC(hSrc);
HBITMAP hBmp = CreateCompatibleBitmap(hSrc, cropArea.right - cropArea.left, cropArea.bottom - cropArea.top);
HBITMAP hOld = (HBITMAP)SelectObject(hNew, hBmp);
bool retVal = (BitBlt(hNew, 0, 0, cropArea.right - cropArea.left, cropArea.bottom - cropArea.top, hSrc, cropArea.left, cropArea.top, SRCCOPY))?true:false;
SelectObject(hNew, hOld);
DeleteDC(hSrc);
DeleteDC(hNew);
DeleteObject(m_Handle);
m_Handle = hBmp;
return retVal;
}
Never create a compatible bitmap from a 'fresh' memory DC.
Unless that is you WANT to create a 1bpp bitmap - the default bitmap selected in a new memory DC is a 1x1 1bpp bitmap - so any compatible bitmap you create will match that.
Which does tend to result in all black output.
Your color bitmap in in hSrc, so use that dc to make the new bitmap.
Two small changes:
HBITMAP hBmp = CreateCompatibleBitmap(hNew, cropArea.right - cropArea.left, cropArea.bottom - cropArea.top);
BitBlt(hNew, 0, 0, cropArea.right - cropArea.left, cropArea.bottom - cropArea.top, hSrc, cropArea.left, cropArea.top, SRCCOPY);
You might want a little more checking to make sure the requested area falls within the size of the original bitmap.