I am trying to draw a bitmap (stored as an array of bytes) to a window.
Typical procedure follows:
Get the device context in the OnPaint() handler.
CPaintDC dc(this);
Create a compatible device context from it,
CDC pMemDC->CreateCompatibleDC(&dc);
Create a compatible bitmap that is the size of the client area (GetClientRect(&WinRect)).
CBitmap pNewBitmap->CreateCompatibleBitmap(&dc, WinRect.Width(), WinRect.Height());
Now, if the window client size is exactly the same size as the bitmap, I can simply make a call to pNewBitmap->SetBitmapBits to "feed" my array into the bitmap.
Follow this with a BitBlt and the bitmap appears on the window.
dc->BitBlt(0, 0, WinRect.Width(), WinRect.Height(), pMemDC, 0, 0, SRCCOPY);
If you want the window size to vary independent of the image size, then first you must make sure pNewBitmap is the right size (the client rectangle), but now you cannot simply shove the array into the bitmap.
In this situation, I have found a solution by repeating the above procedure to create a bitmap the exact size of the image so I can "shove" my bits into it, and then BitBlt that into the larger, client-sized bitmap, which then gets BitBlt'ed into the window.
Is there another way to do this? Actual code follows.
void CAnimateWnd::OnPaint()
{
CPaintDC dc(this); // device context for painting
DrawScene(&dc);
// Do not call CWnd::OnPaint() for painting messages
}
void CAnimateWnd::DrawScene(CDC *pDrawDC)
{
CRect WinRect;
GetClientRect(&WinRect);
if (pNewBitmap == NULL)
{
pMemDC = new CDC();
pMemDC->CreateCompatibleDC(pDrawDC);
pNewBitmap = new CBitmap();
pNewBitmap->CreateCompatibleBitmap(pDrawDC, WinRect.Width(), WinRect.Height());
pMemDC->SelectObject(pNewBitmap);
}
CRect BMPRect;
GetBitmapDrawSize(&BMPRect);
if (BMPRect != NULL)
{
if (!(BMPRect.Width() >= WinRect.Width() && BMPRect.Height() >= WinRect.Height()))
{
//The bitmap is smaller than the window, so fill the window with the background color.
CBrush BackBrush(BackGndColor);
CPen BackPen(PS_SOLID, 1, BackGndColor);
pMemDC->SelectObject(&BackBrush);
pMemDC->SelectObject(&BackPen);
pMemDC->Rectangle(&WinRect);
BackBrush.DeleteObject();
BackPen.DeleteObject();
}
}
OverrideAndDrawInHere(pMemDC, resize);
pDrawDC->BitBlt(0,0,WinRect.right,WinRect.bottom,pMemDC,0,0,SRCCOPY);
}
template <class T>
void ImageWindow<T>::OverrideAndDrawInHere(CDC *pDC, int resize)
{
if (this->sourceImage == NULL) return;
CRect clientRect;
GetClientRect(&clientRect);
if (this->dispBMP == NULL)
{
this->dispDC = new CDC();
this->dispDC->CreateCompatibleDC(pDC);
this->dispBMP = new CBitmap();
this->dispBMP->CreateCompatibleBitmap(pDC, this->sourceImage->GetWidth(), this->sourceImage->GetHeight());
this->dispDC->SelectObject(this->dispBMP);
}
this->dispBMP->SetBitmapBits(this->sourceImage->GetArea() * 4, this->translatedImage);
pDC->BitBlt(0, 0, this->sourceImage->GetWidth(), this->sourceImage->GetHeight(), this->dispDC, 0, 0, SRCCOPY);
}
Instead of using BitBlt try StretchBlt if you want to paint a bitmap to a window that isn't the same size as source image:
From MSDN:
Copies a bitmap from a source rectangle into a destination rectangle,
stretching or compressing the bitmap if necessary to fit the
dimensions of the destination rectangle.
If you want the same results as you've shown then you're probably doing it the best way. You could use something like FillRect to draw directly to the Frame (or handle OnEraseBkgnd) and then BitBlt the original sized image but you'd get probably get some flickering, which your double-buffered solution solves.
Related
We have an application in MFC.
We have come across an issue with device context.
The situation is like - we have an info display window, which is variable in size and posiion.
During some size and position changing scenarios, only part of the window is drawn, like a portion of the window is cut.
We doubted there is difference between the rect in device context and the rect returned from GetWindowRect function.
So we have logged and checked the size of the window rect which is being drawn from the device context and also
the window rect of memory DC which is used for drawing during the issue scenario.
But both returned the small window rect size.
That is device context has only the partial information of the rect at that time.
We didn't called UpdateWindow() or Invalidate().
When we focused the window using WinSpy, the whole window is present, but only that small portion is drawn.
We placed and then removed another window above this window to check whether any repainting would happen. But still the issue persists.
Can anyone please help rectify this problem?
hi, our code is like this.
BOOL InfoDisplayWindow::OnEraseBkgnd(CDC* pDC)
{
CBitmap m_bitmap; // Offscreen bitmap
CBitmap* m_oldBitmap; // bitmap originally found
CRect m_rect; // Rectangle of drawing area.
HDC hDC = CreateCompatibleDC(pDC->m_hDC);
CDC* pTmpDC = CDC::FromHandle(hDC);
pDC->GetClipBox(&m_rect);
m_bitmap.CreateCompatibleBitmap(pDC, m_rect.Width(), m_rect.Height());
m_oldBitmap = pTmpDC->SelectObject(&m_bitmap);
pTmpDC->SetWindowOrg(m_rect.left, m_rect.top);
CRect rc;
GetClientRect(&rc);
pTmpDC->FillSolidRect(&rc, COLOR_KEY);
DrawFunction();// Text is displayed in this function
CPen pen(PS_SOLID, SOLID_BORDER_WIDTH, BORDER_COLOR);
CPen *old_pen = pTmpDC->SelectObject(&pen);
// Drawing the 4 boarders of the window here.
pTmpDC->MoveTo(rc.left, rc.bottom - 1);
pTmpDC->LineTo(rc.left, rc.top);
pTmpDC->LineTo(rc.right - 1, rc.top);
pTmpDC->LineTo(rc.right - 1, rc.bottom - 1);
pTmpDC->LineTo(rc.left, rc.bottom - 1);
pTmpDC->SelectObject(old_pen);
// Copy the offscreen bitmap onto the screen.
pDC->BitBlt(m_rect.left, m_rect.top, m_rect.Width(), m_rect.Height(),
pTmpDC, m_rect.left, m_rect.top, SRCCOPY);
//Swap back the original bitmap.
pTmpDC->SelectObject(m_oldBitmap);
return TRUE;
}
I assume you get your device context (DC) either from BeginPaint (or using MFC using a CPaintDC) or from GetDC. All these variants give you the DC for your window's client area, which doesn't include the border and title bar. The corresponding rect is returned by GetClientRect.
Corresponding to GetWindowRect is GetWindowDC, which allows to draw in the full area. Be aware that GetWindowRect gives you screen coordinates, so you should transform them by ScreenToClient before applying them to your DC.
I am using code from this Project http://www.codeproject.com/Articles/9064/Yet-Another-Transparent-Static-Control in order to draw transparent button images from my subclassed Button control onto my CDialogEx.
This code is meant for legacy 24bpp GDI functions:
BOOL CTransparentStatic2::OnEraseBkgnd(CDC* pDC)
{
if (m_Bmp.GetSafeHandle() == NULL)
{
CRect Rect;
GetWindowRect(&Rect);
CWnd *pParent = GetParent();
ASSERT(pParent);
pParent->ScreenToClient(&Rect); //convert our corrdinates to our parents
//copy what's on the parents at this point
CDC *pDC = pParent->GetDC();
CDC MemDC;
MemDC.CreateCompatibleDC(pDC);
m_Bmp.CreateCompatibleBitmap(pDC,Rect.Width(),Rect.Height());
CBitmap *pOldBmp = MemDC.SelectObject(&m_Bmp);
MemDC.BitBlt(0,0,Rect.Width(),Rect.Height(),pDC,Rect.left,Rect.top,SRCCOPY);
MemDC.SelectObject(pOldBmp);
pParent->ReleaseDC(pDC);
}
else //copy what we copied off the parent the first time back onto the parent
{
CRect Rect;
GetClientRect(Rect);
CDC MemDC;
MemDC.CreateCompatibleDC(pDC);
CBitmap *pOldBmp = MemDC.SelectObject(&m_Bmp);
pDC->BitBlt(0,0,Rect.Width(),Rect.Height(),&MemDC,0,0,SRCCOPY);
MemDC.SelectObject(pOldBmp);
}
return TRUE;
}
However the background of my CDialogEx is being drawn with GDI+ 32bpp rendering like this:
BOOL CParentDialogEx::OnEraseBkgnd(CDC* pDC)
{
// Get GDI+ Graphics for the current Device Context
Graphics gr(*pDC);
// Get the client area
CRect clientRect;
GetClientRect(&clientRect);
// Draw the dialog background
// PLEASE NOTE: m_imgDlgBkgnd is a Gdiplus::Image with PNG format ==> 32bpp Image
gr.DrawImage(m_imgDlgBkgnd, 0, 0, clientRect.Width(), clientRect.Height());
}
This causes the first code snippet to make a backup of a black rectangle instead of the 32bpp drawn content to it. This again causes my button control to always have a black background.
To make my problem clear, please see the pictures below:
Button images are being drawn onto the CDialogEx background (normally):
Button images are being drawn with the first code snippet
As you can see GDI 24bpp cannot see the dialog background. It just assumes plain black background. Only GDI+ could see it. However I was not able to find a way to get a bitmap from a Gdiplus::Graphics object.
How can I get a 32bpp background backup in order to draw my transparent images correctly?
Using no backup images at all causes the alpha blending of GDI+ to blur the background more and more on every draw.
After 3 days of figuring around I found something by testing. This can actually be done way easier and with 32bpp rendering!
// Get the client area on the parent
CRect Rect;
GetWindowRect(&Rect);
CWnd *pParent = GetParent();
ASSERT(pParent);
pParent->ScreenToClient(&Rect);
// Get the Parent's DC
CDC *parentDC = pParent->GetDC();
// GDI Code (only 24bpp support)
//CDC MemDC;
//CBitmap bmp;
//MemDC.CreateCompatibleDC(parentDC);
//bmp.CreateCompatibleBitmap(parentDC,Rect.Width(),Rect.Height());
//CBitmap *pOldBmp = MemDC.SelectObject(&bmp);
//MemDC.BitBlt(0,0,Rect.Width(),Rect.Height(),parentDC,Rect.left,Rect.top,SRCCOPY);
//MemDC.SelectObject(pOldBmp);
// GDI+ Code with 32 bpp support (here comes the important change)
Bitmap* bmp = new Bitmap(Rect.Width(), Rect.Height());
Graphics bmpGraphics(bmp);
HDC hBmpDC = bmpGraphics.GetHDC();
BitBlt(hBmpDC, 0, 0, Rect.Width(), Rect.Height(), parentDC->GetSafeHdc(), Rect.left, Rect.top, SRCCOPY); // BitBlt is actually capable of doing 32bpp blts
// Release DCs
bmpGraphics.ReleaseDC(hBmpDC);
pParent->ReleaseDC(parentDC);
Here you go! 4 lines of code and you get a 32bpp Gdiplus::Bitmap! Which you can draw later on in OnEraseBkgnd:
// Get client Area
CRect rect;
GetClientRect(&rect);
// Draw copied background back onto the parent
Graphics gr(*pDC);
gr.DrawImage(bmp, 0, 0, rect.Width(), rect.Height());
Please note that the Bitmap should be a member variable for performance increase. It also has to be freed on the controls destruction.
Instead of Gdiplus::Image, use Gdiplus::Bitmap which has GetHBITMAP
In this example the background is set to red for png image with transparent background:
Gdiplus::Bitmap gdi_bitmap(L"c:\\test\\filename.png");
HBITMAP hbitmap = NULL;
gdi_bitmap.GetHBITMAP(Gdiplus::Color(128, 0, 0), &hbitmap);
CBitmap bmp;
bmp.Attach(hbitmap);
CDC memdc;
memdc.CreateCompatibleDC(pDC);
memdc.SelectObject(&bmp);
pDC->StretchBlt(0, 0, clientRect.Width(), clientRect.Height(), &memdc, 0, 0,
gdi_bitmap.GetWidth(), gdi_bitmap.GetHeight(), SRCCOPY);
Alternatively, you can use a brush to handle the painting:
CBrush m_Brush;
BOOL CMyDialog::OnInitDialog()
{
CDialogEx::OnInitDialog();
Gdiplus::Bitmap bitmap(L"c:\\test\\filename.png");
HBITMAP hbitmap = NULL;
bitmap.GetHBITMAP(Gdiplus::Color(128, 0, 0), &hbitmap);
CBitmap bmp;
bmp.Attach(hbitmap);
m_Brush.CreatePatternBrush(&bmp);
return 1;
}
HBRUSH CMyDialog::OnCtlColor(CDC* pDC, CWnd* wnd, UINT nCtlColor)
{
//uncomment these two lines if you only want to change dialog background
//if (wnd != this)
// return CDialogEx::OnCtlColor(pDC, wnd, nCtlColor);
if (nCtlColor == CTLCOLOR_STATIC)
{
pDC->SetTextColor(RGB(0, 128, 128));
pDC->SetBkMode(TRANSPARENT);
}
CPoint pt(0, 0);
if (wnd != this)
MapWindowPoints(wnd, &pt, 1);
pDC->SetBrushOrg(pt);
return m_Brush;
}
BOOL CMyDialog::OnEraseBkgnd(CDC* pDC)
{//don't do anything
return CDialogEx::OnEraseBkgnd(pDC);
}
I have inherited an old-school MFC Windows CE program, and am having to make some modifications to it. As part of this I have to create a monochrome image with text on it, and both display it on a screen as well as send each row of the image to a printer one at a time.
I originally used a bitmap, and had success using DrawText() and getting a test string (Hello World) to display on the screen (this code is in Figure 1). However, I hit a wall at the stage where I am looking to extract the wrap data from the bitmap. What I am trying to get is an array with 1s or 0s representing black or white. I had first thought I would use GetBitmapBits() but unfortunately the code I am working with is so old that function is not supported yet. I thought I could get around this issue by using GetBitmap() and then accessing the bmBits parameter. However this appears to always be null which was confirmed when I found the following link: Why does GetObject return an BITMAP with null bmBits?.
My next attempt was to follow the advice in the link and use CreateDIBSection() instead of CreateCompatibleBitmap(). This seems like the right path, and I should have access to the data I want, but unfortunately I cannot get the DIB to display (code is in Figure 2). I suspect I am doing something wrong in creating the header of the DIB, but I cannot figure out what my mistake is.
If anyone has suggestions for a way to access the data in the bitmap, or can see what I am doing wrong with the DIB, I would greatly appreciate the help!
*** FIGURE 1: Code to create and display a bitmap
void CRunPage::OnPaint()
{
CPaintDC dc(this); // property page device context for painting
CBitmap mBmp; // CBitmap object for displaying built-in bitmaps
CDC mDCMem; // CDC object to handle built-in bitmap
int iWidth, iHeight; // dimension to draw on the screen
int icurLabel, // current label index of open print file
iLabelNum; // number of labels in open print file
LPBITMAPINFOHEADER pBMIH; // bitmap header object for current label
LPBYTE pImage; // bitmap data for current label
CSize size; // size of label
int PreviewLeft,PreviewTop,PreviewWidth,PreviewHeight;
CRect Rect;
BITMAP bm;
LPVOID bmBits=NULL;
// Calculate the preview area
PreviewLeft=5;
PreviewTop=5;
GetDlgItem(IDC_RUN_NEXT)->GetWindowRect(&Rect);
ScreenToClient(&Rect);
PreviewWidth=Rect.left-PreviewLeft*2;
GetDlgItem(IDC_RUN_WRAPTEXT)->GetWindowRect(&Rect);
ScreenToClient(&Rect);
PreviewHeight=Rect.top-PreviewTop*2;
CRect textRect;
CString testText(_T("Hello World"));
CBitmap * pOldBitmap;
CBrush whiteBrush, *pOldBrush;
CPen blackPen, *pOldPen;
mDCMem.CreateCompatibleDC(&dc);
mBmp.CreateCompatibleBitmap(&dc, PreviewWidth+PreviewLeft*2, PreviewHeight+PreviewTop*2);
//mBmp.CreateCompatibleBitmap(&dc, PreviewWidth, PreviewHeight);
pOldBitmap = mDCMem.SelectObject(&mBmp);
blackPen.CreatePen(PS_SOLID, 2, RGB(0, 0, 0));
whiteBrush.CreateSolidBrush(RGB(255,255,255));
textRect.SetRect(0,0,PreviewWidth, PreviewHeight);
// this means behind the text will be a white box w/ a black boarder
pOldBrush = mDCMem.SelectObject(&whiteBrush);
pOldPen = mDCMem.SelectObject(&blackPen);
//these commands draw on the memory-only context (mDCMem)
mDCMem.Rectangle(&textRect);
mDCMem.DrawText((LPCTSTR)testText, 11, &textRect, DT_CENTER|DT_VCENTER);
mDCMem.SelectObject(pOldBrush);
mDCMem.SelectObject(pOldPen);
dc.StretchBlt(PreviewLeft,PreviewTop, PreviewWidth, PreviewHeight, & mDCMem, 0, 0, PreviewWidth, PreviewHeight, SRCCOPY);
mDCMem.SelectObject(pOldBitmap);
}
*** FIGURE 2: Trying to use a DIB instead of a bitmap
void CRunPage::OnPaint()
{
CPaintDC dc(this); // property page device context for painting
CBitmap mBmp; // CBitmap object for displaying built-in bitmaps
CDC mDCMem; // CDC object to handle built-in bitmap
int iWidth, iHeight; // dimension to draw on the screen
int icurLabel, // current label index of open print file
iLabelNum; // number of labels in open print file
LPBITMAPINFOHEADER pBMIH; // bitmap header object for current label
LPBYTE pImage; // bitmap data for current label
CSize size; // size of label
int PreviewLeft,PreviewTop,PreviewWidth,PreviewHeight;
CRect Rect;
BITMAP bm;
// Calculate the preview area
PreviewLeft=5;
PreviewTop=5;
GetDlgItem(IDC_RUN_NEXT)->GetWindowRect(&Rect);
ScreenToClient(&Rect);
PreviewWidth=Rect.left-PreviewLeft*2;
GetDlgItem(IDC_RUN_WRAPTEXT)->GetWindowRect(&Rect);
ScreenToClient(&Rect);
PreviewHeight=Rect.top-PreviewTop*2;
CRect textRect;
CString testText(_T("Hello World"));
CBitmap * pOldBitmap;
CBrush whiteBrush, *pOldBrush;
CPen blackPen, *pOldPen;
LPBYTE pFWandImageMem=NULL, pImageMem=NULL, pTemp=NULL;
int i=0,j=0, buffSize=0, numBytesPerRow=0, bitmapWidthPix,bitmapHeightPix;
char *numBytesPerRowString;
char temp;
void ** ppvBits;
BITMAPINFOHEADER bmif;
BITMAPINFO bmi;
HBITMAP myDIB, myOldDIB;
mDCMem.CreateCompatibleDC(&dc);
//this rect is the area in which I can draw (its x,y location is set by BitBlt or StretchBlt
//mBmp.CreateCompatibleBitmap(&dc, PreviewWidth+PreviewLeft*2, PreviewHeight+PreviewTop*2);
bmif.biSize = sizeof(BITMAPINFOHEADER);
bmif.biWidth = PreviewWidth+PreviewLeft*2;
bmif.biHeight = -(PreviewHeight+PreviewTop*2);//- means top down (I think? I tried both ways and neither worked)
bmif.biPlanes = 1;
bmif.biBitCount = 1;
bmif.biCompression = BI_RGB; // no compression
bmif.biSizeImage = 0; // Size (bytes) if image - this can be set to 0 for uncompressed images
bmif.biXPelsPerMeter = 0;
bmif.biYPelsPerMeter = 0;
bmif.biClrUsed =0;
bmif.biClrImportant = 0;
bmi.bmiColors[0].rgbBlue=0;
bmi.bmiColors[0].rgbGreen=0;
bmi.bmiColors[0].rgbRed=0;
bmi.bmiColors[0].rgbReserved=0;
bmi.bmiColors[1].rgbBlue=255;
bmi.bmiColors[1].rgbGreen=255;
bmi.bmiColors[1].rgbRed=255;
bmi.bmiColors[1].rgbReserved=0;
bmi.bmiHeader=bmif;
myDIB = CreateDIBSection(dc.GetSafeHdc(), &bmi, DIB_RGB_COLORS, ppvBits, NULL, 0);
myOldDIB = (HBITMAP)mDCMem.SelectObject(myDIB);//SelectObject(mDCMem, myDIB);
blackPen.CreatePen(PS_SOLID, 2, RGB(0, 0, 0));
whiteBrush.CreateSolidBrush(RGB(255,255,255));
textRect.SetRect(0,0,PreviewWidth, PreviewHeight);
// this means behind the text will be a white box w/ a black boarder
pOldBrush = mDCMem.SelectObject(&whiteBrush);
pOldPen = mDCMem.SelectObject(&blackPen);
//these commands draw on the memory-only context (mDCMem)
mDCMem.Rectangle(&textRect);
mDCMem.DrawText((LPCTSTR)testText, 11, &textRect, DT_CENTER|DT_VCENTER);
mDCMem.SelectObject(pOldBrush);
mDCMem.SelectObject(pOldPen);
dc.StretchBlt(PreviewLeft,PreviewTop, PreviewWidth, PreviewHeight, & mDCMem, 0, 0, PreviewWidth, PreviewHeight, SRCCOPY);
mDCMem.SelectObject(myOldDIB);
}
So I made two minor changes to the DIB code, and it is displaying the image correctly now.
First, I changed the way I passed in my pointer to the CreateDIBSection():
void ** ppvBits;
to
LPBYTE pBits;
And then I had to change how I passed that into CreateDIBSection. I also explicitly casted the return of CreateDIBSection() to an HBITMAP:
myDIB = CreateDIBSection(dc.GetSafeHdc(), &bmi, DIB_RGB_COLORS, (void**)&pBits, NULL, 0);
to
myDIB = (HBITMAP) CreateDIBSection(dc.GetSafeHdc(), &bmi, DIB_RGB_COLORS, ppvBits, NULL, 0);
I have not had a chance to see if I can access the image data, but I am past the initial issues now. Thanks to anyone who looked at this, and if people know how to do the first (device dependent bitmap) method I would be interested to know.
This question already has an answer here:
Closed 10 years ago.
Possible Duplicate:
Draw on screen with GDI+ (or GDI) similar to Inspect
I'm attempting to write a snake game that has no windows, but freezes the foreground and draws the snake on top of it. When the game ends the foreground should be unfrozen.
I have written some testing code that is supposed to draw a square on the foreground, but all it seems to do is freeze the desktop for a second and freeze the window in the foreground until I minimize, maximize, close it, or bring another window into the foreground, and it doesn't draw anything. In the code, I try to store a bitmap of the desktop so that I can essentially reset it to it's original state and paint the square in a different position. Can anybody spot the problem with my code?
//Handle to the desktop window
HWND hDesktopWindow = GetDesktopWindow();
//Lock the window to prevent other applications drawing on it
if(!LockWindowUpdate(hDesktopWindow)){
return 1;
}
//Calling GetDC with argument NULL retrieves the desktop's DC
HDC hdcDesktop = GetDCEx(hDesktopWindow, NULL, DCX_CACHE | DCX_LOCKWINDOWUPDATE);
//Create a compatible DC to allow us to store a bitmap of the desktop
HDC hdcCompatible;
if((hdcCompatible = CreateCompatibleDC(hdcDesktop)) == NULL){
return 1;
}
//Create a compatible bitmap with the same dimensions as the desktop
HBITMAP hScrBitmap;
int cx = GetSystemMetrics(SM_CXSCREEN);
int cy = GetSystemMetrics(SM_CYSCREEN);
if((hScrBitmap = CreateCompatibleBitmap(hdcDesktop, cx, cy)) == NULL){
return 1;
}
//Select the bitmap into the compatible DC
SelectObject(hdcCompatible, hScrBitmap);
//Copy the Desktop into the bitmap
if(!BitBlt(hdcCompatible, 0, 0, cx, cy, hdcDesktop, 0, 0, SRCCOPY)){
return 1;
}
//Create a DC compatible with the bitmaps DC for drawing the rectangle
HDC hdcRectangle;
if(!CreateCompatibleDC((HDC)hScrBitmap)){
return 1;
}
//Create a compatible bitmap for the rectangle to be drawn in
HBITMAP hRectangleBitmap;
if(!CreateCompatibleBitmap(hdcRectangle, 100, 100)){
return 1;
}
//Fill the rectangle bitmap
if(!FloodFill(hdcRectangle, 0, 0, RGB(255,0,0))){
return 1;
}
//Copy the rectangle onto the desktop bitmap
if(!BitBlt(hdcCompatible, 100, 100, 100, 100, hdcRectangle, 0, 0, SRCCOPY)){
return 1;
}
//Copy the bitmap onto the actual desktop
if(!BitBlt(hdcDesktop, 0, 0, cx, cy, hdcCompatible, 0, 0, SRCCOPY)){
return 1;
}
//Allow time to view the result
Sleep(1000);
//Allow other applications to draw on the desktop again
LockWindowUpdate(NULL);
//Cleanup
ReleaseDC(hDesktopWindow, hdcDesktop);
DeleteDC(hdcCompatible);
DeleteObject(hScrBitmap);
Any help would be greatly appreciated :)
Trying to do this directly on the desktop is going to be problematic. You'd be better off by taking a snapshot of the desktop, then create a window that's the size of the whole desktop, copy the snapshot to the window, and do all your drawing there. (This was a common trick done in old screensavers that did things like "erode" the desktop.)
You don't own the desktop window, so you'll always have problems with invalidation and repaints.
if(!CreateCompatibleDC((HDC)hScrBitmap)){
return 1;
}
When you write C code like this then a single-point-of-return tends to be very important. A call like this is going to return FALSE, can't cast a HBITMAP to HDC, and the show is over badly. No diagnostic and no call to unlock again.
Favor the C++ RAII pattern to ensure that you always unlock:
class DesktopLocker {
public:
DesktopLocker() { LockWindowUpdate(GetDesktopWindow()); }
~DesktopLocker() { LockWindowUpdate(NULL); }
};
void foo() {
DesktopLocker lock;
// etc...
}
There's not much wisdom of painting directly to the desktop window, there's little guarantee that whatever you draw will last. Sleeping and locking updates are just band-aids. Take a look at the source of Rainmeter, it's well done.
(unmanaged C++)
I already succeeded drawing PNG files to a transparent layered window that I can drag around the desktop, but now my problem is drawing text on a transparent layered window
Here's my code and my attempt at drawing text in the middle, it's important to note that i'm using the screenDC instead of using the one in WM_PAINT messages
[edit]
updated code after the comments, now i'm just trying to write text on the bitmap before getting the HBITMAP version which i need to use
this time I'm using DrawString because textout() isn't GDI+, I hope DrawString really is GDI+ lol
still doesn't work though, wonder what i'm doing wrong
void Draw() // draws a frame on the layered window AND moves it based on x and y
{
HDC screenDC( NULL ); // grab screen
HDC sourceDC( CreateCompatibleDC(screenDC) );
POINT pos = {x,y}; // drawing location
POINT sourcePos = {0,0}; // top left of image
SIZE size = {100,100}; // 100x100 image
BLENDFUNCTION blendFunction = {0};
HBITMAP bufferBitmap = {0};
Bitmap* TheBitmap = crnimage; // crnimage was already loaded earlier
// ------------important part goes here, my attempt at drawing text ------------//
Gdiplus::Graphics Gx(TheBitmap);
// Font* myFont = new Font(sourceDC);
Font myFont(L"Arial", 16);
RectF therect;
therect.Height = 20;
therect.Width = 180;
therect.X = 0;
therect.Y = 0;
StringFormat format;
format.SetAlignment(StringAlignmentCenter);
format.GenericDefault();
Gdiplus::SolidBrush GxTextBrush(Gdiplus::Color(255, 255, 0,255));
WCHAR thetext[] = L"Sample Text";
int stats = Gx.DrawString(thetext, -1, &myFont, therect, &format, &GxTextBrush);
if(stats) // DrawString returns nonzero if there is an error
msgbox(stats);
stats = Gx.DrawRectangle(&Pen(Color::Red, 3), therect);
// the rectangle and text both draw fine now
// ------------important part goes here, my attempt at drawing text ------------//
TheBitmap->GetHBITMAP(0, &bufferBitmap);
HBITMAP oldBmpSelInDC;
oldBmpSelInDC = (HBITMAP)SelectObject(sourceDC, bufferBitmap);
// some alpha blending
blendFunction.BlendOp = AC_SRC_OVER;
blendFunction.SourceConstantAlpha = wndalpha;
blendFunction.AlphaFormat = AC_SRC_ALPHA;
COLORREF colorKey( RGB(255,0,255) );
DWORD flags( ULW_ALPHA);
UpdateLayeredWindow(hWnd, screenDC, &pos, & size, sourceDC, &sourcePos,
colorKey, &blendFunction, flags);
// release buffered image from memory
SelectObject(sourceDC, oldBmpSelInDC);
DeleteDC(sourceDC);
DeleteObject(bufferBitmap);
// finally release the screen
ReleaseDC(0, screenDC);
}
I've been trying to write text on my layered window for two days now, but from those attempts I know there are several ways I can go about doing this
(unfortunately I have no idea how exactly)
The usual option I see is drawing text on a bitmap, then rendering the bitmap itself
Use Gdi+ to load a bitmap
Create a Graphics object from the bitmap
Use DrawString to write text to the bitmap
Dispose of the Graphics object
Use the bitmap Save method to save the result to a file
Apparently one can also make a graphics object from a DC, then draw text on the DC, but again i have no clue as to how to do this
The overall approach looks right, but I think you've got some problems with the DrawString call. Check out the documentation (especially the sample) on MSDN.
Gx.DrawString(thetext, 4, NULL, therect, NULL, NULL)
The third, fifth, and sixth parameters (font, format, and brush) probably need to be specified. The documentation doesn't say that they are optional. Passing NULL for these is probably causing GDI+ to treat the call as a no-op.
The second parameter should not include the terminating L'\0' in the string. It's probably safest to use -1 if your string is always terminated.