Get Buffer from Graphic Interface GDI+ - c++

Here is my code :
void CPictureCtrl::DrawItem(LPDRAWITEMSTRUCT lpDrawItemStruct)
{
if (mBIsPicLoaded) {
RECT rc;
this->GetClientRect(&rc);
INT width = (INT) rc.right - rc.left;
INT height = (INT)(rc.bottom - rc.top);
Graphics graphics(lpDrawItemStruct->hDC);
Image image(mPstream);
graphics.DrawImage(&image, (INT)rc.left, (INT)rc.top, width, height);
}
Is it possible to extract the buffer from graphics because the picture has been scaled and I would like to have it as base64 ?
Thanks

Related

Why is drawing to a hidden HDC giving different results than when drawing to the HDC returned by GetDC(HWND)

I have two methods, paintDoubleBuffered and paint. They are both supposed to draw this image on the screen:
The image is made up of approximately 12 smaller images each sized 256x256 tiled together.
My standard painting method works as expected. Here it is:
void MainWindow::paint(HWND hwnd) {
HDC hdc{GetDC(hwnd)};
paint(hwnd, hdc);
ReleaseDC(hwnd, hdc);
}
void MainWindow::paint(HWND hwnd, HDC hdc) {
constexpr INT img_width{ MDNR_Map::pannel_width };
constexpr INT img_height{ MDNR_Map::pannel_height };
const INT width{ GetDeviceCaps(hdc, HORZRES) };
const INT height{ GetDeviceCaps(hdc, VERTRES) };
const INT num_width_pannels{ (width / img_width) + 1 };
const INT num_height_pannels{ (height / img_height) + 1 };
Gdiplus::Graphics g(hdc);
g.SetCompositingMode(CompositingMode::CompositingModeSourceCopy);
g.SetInterpolationMode(InterpolationMode::InterpolationModeNearestNeighbor);
for (INT y = 0; y < num_height_pannels; y++) {
for (INT x = 0; x < num_width_pannels; x++) {
Location_t get_loaction(x + map_location.x, y + map_location.y, map_location.layer);
const IMG_t v{ mdnr_map.get(get_loaction) };
const Point drawPoint((INT)(img_width * x), (INT)(img_height * y));
Status stat{ g.DrawImage(v, drawPoint) };
if (stat != Status::Ok)
{
throw std::runtime_error(":(");
}
}
}
}
The issue with that paint method is that mdnr_map.get is an io bound call and may take several micro seconds. Because I need to call it about 12 times, it can lead to flickering.
To solve this, I attempted to write a double-buffered paint method, which is as follows:
void MainWindow::paintDoubleBuffered(HWND hwnd) {
// Get DC for window
HDC hdc{ GetDC(hwnd) };
const INT win_width{ GetDeviceCaps(hdc, HORZRES) };
const INT win_height{ GetDeviceCaps(hdc, VERTRES) };
// Create an off-screen DC for double-buffering
HDC hdcMem{ CreateCompatibleDC(hdc) };
HBITMAP hbmMem{ CreateCompatibleBitmap(hdc, win_width, win_height) };
HANDLE hOld{ SelectObject(hdcMem, hbmMem) };
// Draw into hdcMem here
paint(hwnd, hdcMem);
// Transfer the off-screen DC to the screen
BitBlt(hdc, 0, 0, win_width, win_height, hdcMem, 0, 0, SRCCOPY);
// Free-up the off-screen DC
SelectObject(hdcMem, hOld);
DeleteObject(hbmMem);
DeleteDC(hdcMem);
}
However, this does not work and instead produces this abombination of an image:
With a little poking and proding, I was able to discover that if I changed my double buffered paint method by multiplying the image size by 1.5, the image was no longer so garbled, but was now zoomed in by a factor of 1.5
void MainWindow::paintDoubleBuffered(HWND hwnd) {
// Get DC for window
HDC hdc{ GetDC(hwnd) };
const INT win_width{ GetDeviceCaps(hdc, HORZRES) };
const INT win_height{ GetDeviceCaps(hdc, VERTRES) };
// Create an off-screen DC for double-buffering
HDC hdcMem{ CreateCompatibleDC(hdc) };
HBITMAP hbmMem{ CreateCompatibleBitmap(hdc, win_width, win_height) };
HANDLE hOld{ SelectObject(hdcMem, hbmMem) };
// Draw into hdcMem here
constexpr INT img_width{ MDNR_Map::pannel_width + 128 }; // MDNR_Map::pannel_width is 256
constexpr INT img_height{ MDNR_Map::pannel_height + 128}; // MDNR_Map::pannel_height is 256
const INT num_width_pannels{ (win_width / img_width) + 1 };
const INT num_height_pannels{ (win_height / img_height) + 1 };
Gdiplus::Graphics g(hdcMem);
g.SetCompositingMode(CompositingMode::CompositingModeSourceCopy);
g.SetInterpolationMode(InterpolationMode::InterpolationModeNearestNeighbor);
for (INT y = 0; y < num_height_pannels; y++) {
for (INT x = 0; x < num_width_pannels; x++) {
Location_t get_loaction(x + map_location.x, y + map_location.y, map_location.layer);
Gdiplus::Bitmap* pannel{ mdnr_map.get(get_loaction) };
const Point drawPoint((INT)(img_width * x), (INT)(img_height * y));
Status stat{ g.DrawImage(pannel, drawPoint) };
if (stat != Status::Ok)
{
throw std::runtime_error(":(");
}
}
}
// Transfer the off-screen DC to the screen
BitBlt(hdc, 0, 0, win_width, win_height, hdcMem, 0, 0, SRCCOPY);
// Free-up the off-screen DC
SelectObject(hdcMem, hOld);
DeleteObject(hbmMem);
DeleteDC(hdcMem);
}
My question is why does drawing to the HDC returned by CreateCompatibleBitmap produce a different result than drawing to the HDC returned by GetDC?
I have tried:
All raster-operation codes for BltBlt.
I have checked that the temporary HDC is the same size as the window.
I have tried replacing the code snippet
const INT win_width{ GetDeviceCaps(hdc, HORZRES) };
const INT win_height{ GetDeviceCaps(hdc, VERTRES) };
with
RECT rect;
GetWindowRect(hwnd, &rect);
const INT win_width{ rect.right - rect.left };
const INT win_height{ rect.bottom - rect.top };
I have also called SetProcessDPIAware() before drawing.
Upon feedback from #Paul Sanders, I rewrote my paintDoubleBuffered method as follows, NOTE, I have called BufferedPaintInit in the object constructor:
void MainWindow::paintDoubleBuffered(HWND hwnd) {
PAINTSTRUCT ps;
HDC hdc{ BeginPaint(hwnd, &ps)};
RECT sz;
GetWindowRect(hwnd, &sz);
BP_PAINTPARAMS paintParams = { 0 };
paintParams.cbSize = sizeof(paintParams);
paintParams.dwFlags = BPPF_ERASE;
paintParams.pBlendFunction = NULL;
paintParams.prcExclude = NULL;
HDC hdcBuffer;
HPAINTBUFFER hBufferedPaint = BeginBufferedPaint(hdc, &sz, BPBF_COMPATIBLEBITMAP, &paintParams, &hdcBuffer);
if (hBufferedPaint && this->bufferedInitResult == Ok) {
// Application specific painting code
paint(hwnd, hdcBuffer);
EndBufferedPaint(hBufferedPaint, TRUE);
}
else{
paint(hwnd, hdc);
}
ReleaseDC(hwnd, hdc);
}
Unfortunately, this did not work and the resultant screen looks like this:
The issue ended up being not in the approach to double buffering, but in the call to Graphics::DrawImage(Image*, Gdiplus::Point) in my paint method. Changing to DrawImage(Image* image, INT x, INT y, INT width, INT height) fixed the scaling issue.

How to extract bitmap from spritesheet in Win32 C++?

I'm trying to load individual cards from a spritesheet of cards based on suit and rank but I'm unsure of how to construct a new Bitmap object from cutting out Rectangle coordinates in the source image. I'm using <windows.h> currently and trying to find a simple way to accomplish this. I'm looking for something like this:
HBITMAP* twoOfHearts = CutOutFromImage(sourceImage, new Rectangle(0, 0, 76, 116));
From source: http://i.stack.imgur.com/WZ9Od.gif
Here's a function I played with the other week for more-or-less this same task. In my case, I wanted to return a HBRUSH that could be used with FillRect. In that instance, we still need to create a bitmap of the area of interest, before then going on to create a brush from it.
In your case, just return the dstBmp instead. spriteSheet is a global that has had a 256x256 spritesheet loaded. I've hardcoded the size of my sprites to 16x16, you'd need to change that to something like 81x117.
Here's some code that grabs a copy of the required area and some more that uses these 'stamps' to draw a level map. That said - there are all kinds of problems with this approach. Speed is one, excessive work is another one that impacts on the first. Finally, scrolling a window drawn like this produces artefacts.
// grabs a 16x16px section from the spriteSheet HBITMAP
HBRUSH getSpriteBrush(int col, int row)
{
HDC memDC, dstDC, curDC;
HBITMAP oldMemBmp, oldDstBmp, dstBmp;
curDC = GetDC(HWND_DESKTOP);
memDC = CreateCompatibleDC(NULL);
dstDC = CreateCompatibleDC(NULL);
dstBmp = CreateCompatibleBitmap(curDC, 16, 16);
int xOfs, yOfs;
xOfs = 16 * col;
yOfs = 16 * row;
oldMemBmp = (HBITMAP)SelectObject(memDC, spriteSheet);
oldDstBmp = (HBITMAP)SelectObject(dstDC, dstBmp);
BitBlt(dstDC,0,0,16,16, memDC, xOfs,yOfs, SRCCOPY);
SelectObject(memDC, oldMemBmp);
SelectObject(dstDC, oldDstBmp);
ReleaseDC(HWND_DESKTOP, curDC);
DeleteDC(memDC);
DeleteDC(dstDC);
HBRUSH result;
result = CreatePatternBrush(dstBmp);
DeleteObject(dstBmp);
return result;
}
void drawCompoundSprite(int x, int y, HDC paintDC, char *tileIndexes, int numCols, int numRows)
{
int mapCol, mapRow;
HBRUSH curSprite;
RECT curDstRect;
for (mapRow=0; mapRow<numRows; mapRow++)
{
for (mapCol=0; mapCol<numCols; mapCol++)
{
int curSpriteIndex = tileIndexes[mapRow*numCols + mapCol];
int spriteX, spriteY;
spriteX = curSpriteIndex % 16;
spriteY = curSpriteIndex / 16;
curDstRect.left = x + 16*mapCol;
curDstRect.top = y + 16 * mapRow;
curDstRect.right = curDstRect.left + 16;
curDstRect.bottom = curDstRect.top + 16;
curSprite = getSpriteBrush(spriteX, spriteY);
FillRect(paintDC, &curDstRect, curSprite);
DeleteObject(curSprite);
}
}
}
The latter function has since been replaced with the following:
void drawCompoundSpriteFast(int x, int y, HDC paintDC, unsigned char *tileIndexes, int numCols, int numRows, pMapInternalData mData)
{
int mapCol, mapRow;
HBRUSH curSprite;
RECT curDstRect;
HDC memDC;
HBITMAP oldBmp;
memDC = CreateCompatibleDC(NULL);
oldBmp = (HBITMAP)SelectObject(memDC, mData->spriteSheet);
for (mapRow=0; mapRow<numRows; mapRow++)
{
for (mapCol=0; mapCol<numCols; mapCol++)
{
int curSpriteIndex = tileIndexes[mapRow*numCols + mapCol];
int spriteX, spriteY;
spriteX = curSpriteIndex % mData->tileWidth;
spriteY = curSpriteIndex / mData->tileHeight
// Draw sprite as-is
// BitBlt(paintDC, x+16*mapCol, y+16*mapRow,
// mData->tileWidth, mData->tileHeight,
// memDC,
// spriteX * 16, spriteY*16,
// SRCCOPY);
// Draw sprite with magenta rgb(255,0,255) areas treated as transparent (empty)
TransparentBlt(
paintDC,
x+mData->tileWidth*mapCol, y+mData->tileHeight*mapRow,
mData->tileWidth, mData->tileHeight,
memDC,
spriteX * mData->tileWidth, spriteY*mData->tileHeight,
mData->tileWidth, mData->tileHeight,
RGB(255,0,255)
);
}
}
SelectObject(memDC, oldBmp);
DeleteObject(memDC);
}

How to make background in MFC translucent?

I import a picture(.bmp or .jpeg) as the background of a client view in MFC.
When I click Open, function CDrawToolView::OnFileOpen() open a window to choose a picture, then I use ShowBitmap(CDC* pDC,CString strPicPath) and ShowPic(CDC* pDC,CString strPicPath) to load the picture as backgroud and adjust the size of client view to fit the picture.
I want to set the picture translucent, so the background looks softer. Could some one help me or give some suggestion, thanks.
Here is my code:
void CDrawToolView::ShowBitmap(CDC* pDC,CString strPicPath)
{
HBITMAP hBitmap=(HBITMAP)LoadImage(NULL,strPicPath,IMAGE_BITMAP,0,0,LR_CREATEDIBSECTION|LR_DEFAULTSIZE|LR_LOADFROMFILE);
m_bitmap.Detach();
m_bitmap.Attach(hBitmap);
CRect rect;
GetClientRect(&rect);
CDC dcImage;
if (!dcImage.CreateCompatibleDC(pDC))
{
return;
}
BITMAP bm;
m_bitmap.GetBitmap(&bm);
dcImage.SelectObject(&m_bitmap);
pDC->StretchBlt(0,0,rect.right,rect.bottom,&dcImage,0,0,bm.bmWidth,bm.bmHeight,SRCCOPY);
}
void CDrawToolView::ShowPic(CDC* pDC,CString strPicPath)
{
if(!m_MyImage.IsNull())
m_MyImage.Destroy();
HRESULT hResult=m_MyImage.Load(strPicPath);
int iWidth=m_MyImage.GetWidth();
int iHeight=m_MyImage.GetHeight();
m_MyImage.Draw(pDC->m_hDC,0,0,iWidth,iHeight);
CRect client(0, 0, iWidth, iHeight);
client.bottom=client.bottom+::GetSystemMetrics(SM_CYMENU)+::GetSystemMetrics(SM_CYEDGE)*2;
client.right=client.right+::GetSystemMetrics(SM_CXEDGE)*2;
CFrameWnd* pFrame = GetParentFrame();
pFrame->CalcWindowRect(&client);
int width = client.Width();
int height = client.Height();
int y = (::GetSystemMetrics(SM_CYSCREEN) - height) / 2 + 100;
int x = (::GetSystemMetrics(SM_CXSCREEN) - width) / 2;
pFrame->SetWindowPos( NULL, x, y, width, height, SWP_NOACTIVATE | SWP_NOZORDER );
}
Use AlphaBlend instead of StretchBlt
CDC::AlphaBlend
Set SourceConstantAlpha in your BLENDFUNCTION struct to something like 128 (halfway between transparent and opaque), then adjust until it looks good.
AlphaFormat should be zero unless your usa a 32-bit bitmap with an alpha channel.

Winapi get string width in pixels

I'm trying to create a method that gives me the width of a string in pixels.
My code so far:
inline void getTextWidth(HWND hwnd char* text) {
SIZE textSize;
GetTextExtentPoint32(GetDC(hwnd), text, strlen(text), &textSize);
return ?;
}
I know that I should use LPtoDP (MSDN), but at wants points as parameters and not the SIZE that GetTextExtentPoint32 returns.
How do I convert this?
The SIZE structure contains both a height and a width. Since you only care about the width, you apparently want LPtoDP(textSize.cx);.
I solved it using another method. For everyone who is interested, this is my solution:
int getStringWidth(char *text, HFONT font) {
HDC dc = GetDC(NULL);
SelectObject(dc, font);
RECT rect = { 0, 0, 0, 0 };
DrawText(dc, text, strlen(text), &rect, DT_CALCRECT | DT_NOPREFIX | DT_SINGLELINE);
int textWidth = abs(rect.right - rect.left);
DeleteDC(dc);
return textWidth;
}

MFC C++ Screenshot

I have an application that has drawn a grid using CDC (it has text, rectangle, and bitmaps). I want to take a screenshot of that finished grid when it is saved and use that screenshot as a "preview" for the file.
How can I take a screenshot of my application and save it?
Thank you,
Answer is here
void CScreenShotDlg::OnPaint()
{
// device context for painting
CPaintDC dc(this);
// Get the window handle of calculator application.
HWND hWnd = ::FindWindow( 0, _T( "Calculator" ));
// Take screenshot.
PrintWindow( hWnd,
dc.GetSafeHdc(),
0 );
}
Ultimately I ended up doing it this way because I wanted to capture even the hidden parts of the window (since the content extends beyond the screen and requires scrolling):
CDC* WindowToCaptureDC = AfxGetMainWnd()->GetWindowDC();
CDC CaptureDC;
CDC MemDC;
MemDC.CreateCompatibleDC(WindowToCaptureDC);
CaptureDC.CreateCompatibleDC(WindowToCaptureDC);
CBitmap CaptureBmp;
CBitmap ResizeBmp;
int pWidth = grid.tableWidth + grid.marginLeft*2;
int pHeight = grid.tableHeight + grid.marginBottom;
CaptureBmp.CreateCompatibleBitmap( WindowToCaptureDC, pWidth, pHeight);
CaptureDC.SelectObject(&CaptureBmp);
CBrush brush(RGB(255, 255, 255));
CaptureDC.SelectObject(&brush);
CaptureDC.Rectangle(0, 0, pWidth, pHeight);
///Drew items into CaptureDC like I did for OnDraw HERE///
double width = //desired width;
double height = //desired width;
//maintain aspect ratio
if(pWidth!=width || pHeight!=height)
{
double w = width/pWidth;
double h = height/pHeight;
if(w < h)
height = height*w;
else
width = width*h;
}
ResizeBmp.CreateCompatibleBitmap(WindowToCaptureDC, width, height);
MemDC.SelectObject(&ResizeBmp);
MemDC.StretchBlt(0, 0, width, height, &CaptureDC, 0, 0, pWidth, pHeight, SRCCOPY);
CImage TempImageObj;
TempImageObj.Attach((HBITMAP)ResizeBmp.Detach());
CString filePath = _T("LOCATION\\image.bmp");
TempImageObj.Save(filePath);