How to change an image in a window MFC application - c++

Let me start off by saying that I am very new to MFC applications, so please bear with me...
I would like to create a window with an image (lets say a green light). When necessary, I want the application to change the image (to a yellow or red light). I have code that will create the window and display the image (green light), but it will not update the image (when i == 15 or i == 50)
#include "resource.h"
using namespace std;
const char g_szClassName[] = "myWindowClass";
HBITMAP Light = NULL;
// Step 4: the Window Procedure
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_PAINT:
{
BITMAP bm;
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
HDC hdcMem = CreateCompatibleDC(hdc);
HBITMAP hbmOld = (HBITMAP)SelectObject(hdcMem, Light);
GetObject(Light, sizeof(bm), &bm);
BitBlt(hdc, 20, 180, bm.bmWidth, bm.bmHeight, hdcMem, 0, 0, SRCCOPY);
SelectObject(hdcMem, hbmOld);
DeleteDC(hdcMem);
EndPaint(hwnd, &ps);
}
case WM_CREATE:
{
Light = LoadBitmap(GetModuleHandle(NULL), MAKEINTRESOURCE(IDB_BITMAP1));
}
break;
case WM_COMMAND:
switch (LOWORD(wParam))
{
}
break;
case WM_CLOSE:
DestroyWindow(hwnd);
break;
case WM_DESTROY:
{
DeleteObject(Light);
PostQuitMessage(0);
}
break;
default:
return DefWindowProc(hwnd, msg, wParam, lParam);
}
return 0;
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX wc;
HWND hwnd;
MSG Msg;
int eventCode;
int i = 0;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = 0;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
wc.lpszMenuName = NULL;
wc.lpszClassName = (LPCSTR)g_szClassName;
wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if (!RegisterClassEx(&wc))
{
MessageBox(NULL, (LPCSTR)"Window Registration Failed!", (LPCSTR)"Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
// Step 2: Creating the Window
hwnd = CreateWindowEx(
WS_EX_CLIENTEDGE,
(LPCSTR)g_szClassName,
(LPCSTR)"Test Picture",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, 420, 280,
NULL, NULL, hInstance, NULL);
if (hwnd == NULL)
{
MessageBox(NULL, (LPCSTR)"Window Creation Failed!", (LPCSTR)"Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
// Step 3: The Message Loop
while (GetMessage(&Msg, NULL, 0, 0) > 0)
{
TranslateMessage(&Msg);
DispatchMessage(&Msg);
if (i == 15)
{
Light = LoadBitmap(GetModuleHandle(NULL), MAKEINTRESOURCE(IDB_BITMAP3));
UpdateWindow(hwnd);
}
else if (i == 50)
{
Light = LoadBitmap(GetModuleHandle(NULL), MAKEINTRESOURCE(IDB_BITMAP2));
UpdateWindow(hwnd);
}
i++;
}
return Msg.wParam;
}
I thought that I could do
Light = LoadBitmap(GetModuleHandle(NULL), MAKEINTRESOURCE(IDB_BITMAP3));
UpdateWindow(hwnd);
to update the window picture, but I was wrong :( ...what could I use to change the image?

You need to call InvalidateRect to cause a repaint. UpdateWindow doesn't do anything if the window's invalid region is empty.

Related

Forcing the recall of WM_PAINT

I've created a window using CreateWindowEx and that is working fine. The window opens.
In the function where I process messages, specifically WM_PAINT, I grab the cursor position using GetCursorPos and then draw a rectangle there. However, I would like the window to continuously update and redraw this rectangle, acting like a cursor.
I've created a thread like the following to try and force this:
DWORD WINAPI RedrawLoop(LPVOID lpParam) {
HWND handle = (HWND)lpParam;
while (true) {
RECT lpRect;
GetClientRect(handle, &lpRect);
InvalidateRect(handle, &lpRect, TRUE);
UpdateWindow(handle);
}
return 0;
}
However, this is not working. I've already checked that the handle passed in is the same as the window handle outside the thread.
I've also tried sending SendMessage(handle, WM_PAINT, 0, 0); and RedrawWindow(handle, NULL, NULL, 0); continuously with no luck.
First, you can get the current cursor position by processing the WM_MOUSEMOVE message and invalidate the current window.
Then draw a rectangle through the Rectangle function in the WM_PAINT message. (Note: The origin of coordinates is the upper left corner of the screen)
Here is the sample:
#include <Windows.h>
#include <commctrl.h>
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR szCmdLine, int iCmdShow)
{
static TCHAR szAppName[] = TEXT("hello windows");
HWND hwnd;
MSG msg;
WNDCLASS wndclass;
wndclass.style = CS_HREDRAW | CS_VREDRAW;
wndclass.lpfnWndProc = WndProc;
wndclass.cbClsExtra = 0;
wndclass.cbWndExtra = 0;
wndclass.hInstance = hInstance;
wndclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wndclass.hCursor = LoadCursor(NULL, IDC_ARROW);
wndclass.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wndclass.lpszMenuName = NULL;
wndclass.lpszClassName = szAppName;
if (!RegisterClass(&wndclass))
{
MessageBox(NULL, TEXT("This program requires Windows NT!"), szAppName, MB_ICONERROR);
}
hwnd = CreateWindow(szAppName,
TEXT("the hello program"),
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
CW_USEDEFAULT,
CW_USEDEFAULT,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hwnd, iCmdShow);
UpdateWindow(hwnd);
while (GetMessageW(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessageW(&msg);
}
return msg.wParam;
}
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
HDC hdc;
PAINTSTRUCT ps;
RECT rect;
static POINT pt;
switch (message)
{
case WM_CREATE:
{
}
case WM_MOUSEMOVE:
{
Sleep(100);
GetCursorPos(&pt);
InvalidateRect(hwnd, NULL, FALSE);
return 0;
}
case WM_PAINT:
hdc = BeginPaint(hwnd, &ps);
GetClientRect(hwnd, &rect);
Rectangle(hdc, pt.x-rect.right/4 , pt.y-rect.bottom/4, pt.x + rect.right / 4, pt.y + rect.bottom / 4);
EndPaint(hwnd, &ps);
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hwnd, message, wParam, lParam);
}

How to correctly draw simple non-client area (4 px red border)?

I'm trying to draw a custom painted non-client area, instead of default theme border (Windows 10).
I handled WM_NCCALCSIZE to resize the non-client area to 4 pixels on each side and then handled WM_NCPAINT to draw the red border.
My custom painting succeeds when application is first displayed, but fails to redraw either when application is resized, or when minimized and restored, despite the fact that both WM_NCCALCSIZE and WM_NCPAINT are called during resizing or when window is restored.
#pragma comment(lib, "UxTheme")
#include <windows.h>
#include <uxtheme.h>
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = NULL;
wcex.hCursor = (HICON) LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = CreateSolidBrush(RGB(0,128,0));
wcex.lpszMenuName = NULL;
wcex.lpszClassName = "window";
wcex.hIconSm = NULL;
RegisterClassEx(&wcex);
HWND hWnd = CreateWindowEx(
WS_EX_COMPOSITED,
"window",
NULL,
WS_OVERLAPPEDWINDOW,
100,
100,
600,
400,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
MSG msg;
while (GetMessage(&msg, NULL, 0, 0)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return static_cast<int>(msg.wParam);
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg) {
case WM_CREATE:
SetWindowTheme(hWnd, L"", L"");
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
case WM_NCCALCSIZE:
{
RECT rect;
GetWindowRect(hWnd, &rect);
LPNCCALCSIZE_PARAMS ncParams = (LPNCCALCSIZE_PARAMS) lParam;
ncParams->rgrc[0].top = rect.top + 4;
ncParams->rgrc[0].left = rect.left + 4;
ncParams->rgrc[0].bottom = rect.bottom - 4;
ncParams->rgrc[0].right = rect.right - 4;
return 0;
}
case WM_NCPAINT:
{
RECT rect;
GetWindowRect(hWnd, &rect);
HDC dc = GetDCEx(hWnd, (HRGN) wParam, DCX_WINDOW | DCX_CACHE | DCX_INTERSECTRGN | DCX_LOCKWINDOWUPDATE);
HPEN pen = CreatePen(PS_INSIDEFRAME, 4, RGB(255, 0, 0));
HGDIOBJ old = SelectObject(dc, pen);
int width = rect.right - rect.left;
int height = rect.bottom - rect.top;
Rectangle(dc, 0, 0, width, height);
SelectObject(dc, old);
DeleteObject(pen);
ReleaseDC(hWnd, dc);
return 0;
}
case WM_NCACTIVATE:
RedrawWindow(hWnd, NULL, NULL, RDW_UPDATENOW);
return 0;
break;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
The wParam of WM_NCPAINT message sometimes returns 1 instead of a handle to a region (HRGN). In that case HRGN must be created using CreateRectRgn function.
#pragma comment(lib, "UxTheme")
#include <windows.h>
#include <uxtheme.h>
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = NULL;
wcex.hCursor = (HICON) LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = CreateSolidBrush(RGB(0,128,0));
wcex.lpszMenuName = NULL;
wcex.lpszClassName = "window";
wcex.hIconSm = NULL;
RegisterClassEx(&wcex);
HWND hWnd = CreateWindowEx(
NULL,
"window",
NULL,
WS_OVERLAPPEDWINDOW,
100,
100,
600,
400,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
MSG msg;
while (GetMessage(&msg, NULL, 0, 0)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return static_cast<int>(msg.wParam);
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg) {
case WM_CREATE:
SetWindowTheme(hWnd, L"", L"");
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
case WM_NCCALCSIZE:
{
LPNCCALCSIZE_PARAMS ncParams = (LPNCCALCSIZE_PARAMS) lParam;
ncParams->rgrc[0].top += 4;
ncParams->rgrc[0].left += 4;
ncParams->rgrc[0].bottom -= 4;
ncParams->rgrc[0].right -= 4;
return 0;
}
case WM_NCPAINT:
{
RECT rect;
GetWindowRect(hWnd, &rect);
HRGN region = NULL;
if (wParam == NULLREGION) {
region = CreateRectRgn(rect.left, rect.top, rect.right, rect.bottom);
} else {
HRGN copy = CreateRectRgn(0, 0, 0, 0);
if (CombineRgn(copy, (HRGN) wParam, NULL, RGN_COPY)) {
region = copy;
} else {
DeleteObject(copy);
}
}
HDC dc = GetDCEx(hWnd, region, DCX_WINDOW | DCX_CACHE | DCX_INTERSECTRGN | DCX_LOCKWINDOWUPDATE);
if (!dc && region) {
DeleteObject(region);
}
HPEN pen = CreatePen(PS_INSIDEFRAME, 4, RGB(255, 0, 0));
HGDIOBJ old = SelectObject(dc, pen);
int width = rect.right - rect.left;
int height = rect.bottom - rect.top;
Rectangle(dc, 0, 0, width, height);
SelectObject(dc, old);
ReleaseDC(hWnd, dc);
DeleteObject(pen);
return 0;
}
case WM_NCACTIVATE:
RedrawWindow(hWnd, NULL, NULL, RDW_UPDATENOW);
return 0;
break;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}

Resize window to fit content after WM_PAINT

is there a way to resize after all WM_PAINT calls are done? so that i can automatically resize my window to fit whatever i have painted, since initially my window size is defined at a certain size, there may be leftover spaces that are not painted, how can i remove these leftover spaces?
As you can see from the screenshot below the white spaces are the leftover spaces.
#include <windows.h>
#include "resource.h"
#include "loadFromTextFile.h"
const char g_szClassName[] = "myWindowClass";
const int recLength = 3;
const int wndHeight = 700;
const int wndWidth = 700;
PAINTSTRUCT ps;
HDC hdc;
HBRUSH blackBrush = CreateSolidBrush(RGB(0, 0, 0));
HBRUSH whiteBrush = CreateSolidBrush(RGB(255, 255, 255));
HBRUSH redBrush = CreateSolidBrush(RGB(255, 0, 0));
HPEN myPen = CreatePen(PS_NULL, 1, RGB(0, 0, 0));
//load from text
string FILE_PATH = ("10x10.txt");
loadFromTextFile loaded = loadFromTextFile(FILE_PATH);
int mazeWidth = loaded.getColumns() * recLength;
int mazeHeight = loaded.getRows() * recLength;
void paintMaze(HWND hwnd, vector<vector<string> > grid){
hdc = ::BeginPaint(hwnd, &ps);
SelectObject(hdc, myPen);
for (int r = 0; r < loaded.getRows(); r++){
for (int c = 0; c < loaded.getColumns(); c++){
RECT rect;
rect.left = c*recLength;//x upper left
rect.top = r*recLength;//y upper left
rect.right = (c + 1)*recLength;//x lower right corner
rect.bottom = (r + 1)*recLength;//y lower right corner
if (grid[r][c] == "1"){//1 path
FillRect(hdc, &rect, blackBrush);
}
else if (grid[r][c] == "0"){//wall
FillRect(hdc, &rect, whiteBrush);
}
if (r == 50 && c == 50){
FillRect(hdc, &rect, redBrush);
}
}
}
DeleteObject(blackBrush);
DeleteObject(whiteBrush);
DeleteObject(redBrush);
DeleteObject(myPen);
EndPaint(hwnd, &ps);
}
// Step 4: the Window Procedure
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_COMMAND:
switch (LOWORD(wParam))
{
case ID_FILE_EXIT:
PostMessage(hwnd, WM_CLOSE, 0, 0);
break;
case ID_ABOUT:
SetWindowPos(hwnd, 0, 0, 0, mazeWidth, mazeHeight, SWP_NOMOVE | SWP_NOZORDER | SWP_NOACTIVATE);
break;
}
break;
case WM_PAINT:
{
paintMaze(hwnd, loaded.getNodeGrid());
}
break;
case WM_CLOSE:
DestroyWindow(hwnd);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd, msg, wParam, lParam);
}
return 0;
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX wc;
HWND hwnd;
MSG Msg;
//Step 1: Registering the Window Class
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = 0;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
wc.lpszMenuName = MAKEINTRESOURCE(IDR_MENU1);;
wc.lpszClassName = g_szClassName;
wc.hIcon = LoadIcon(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_ICON1));
wc.hIconSm = (HICON)LoadImage(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_ICON1), IMAGE_ICON, 32, 32, 0);
if (!RegisterClassEx(&wc))
{
MessageBox(NULL, "Window Registration Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
// Step 2: Creating the Window
hwnd = CreateWindowEx(
WS_EX_CLIENTEDGE,
g_szClassName,
" Maze",
WS_OVERLAPPED | WS_MINIMIZEBOX | WS_SYSMENU,//prevent resize
CW_USEDEFAULT, CW_USEDEFAULT, wndWidth, wndHeight,
NULL, NULL, hInstance, NULL);
if (hwnd == NULL)
{
MessageBox(NULL, "Window Creation Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
// Step 3: The Message Loop
while (GetMessage(&Msg, NULL, 0, 0) > 0)
{
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
return Msg.wParam;
}
Paint in an offscreen buffer.
This allows you to resize the window.
Paint the window by copying the buffer.

Transparency in GDI DCs

I have the "simple" goal of drawing a bitmap with some transparency around it on the screen. That bit wasn't so hard:
#include <windows.h>
#include "BBKG.h"
HINSTANCE hInst;
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
static int wH = 156;
static int wW = 166;
HBITMAP CreateBitmapMask(HBITMAP hbmColour, COLORREF crTransparent)
{
HDC mem0, mem1;
HBITMAP hbmMask;
BITMAP bm;
GetObject(hbmColour, sizeof(BITMAP), &bm);
hbmMask = CreateBitmap(bm.bmWidth, bm.bmHeight, 1, 1, NULL);
mem0 = CreateCompatibleDC(0);
mem1 = CreateCompatibleDC(0);
SelectObject(mem0, hbmColour);
SelectObject(mem1, hbmMask);
SetBkColor(mem0, crTransparent);
BitBlt(mem1, 0, 0, bm.bmWidth, bm.bmHeight, mem0, 0, 0, SRCCOPY);
BitBlt(mem0, 0, 0, bm.bmWidth, bm.bmHeight, mem1, 0, 0, SRCINVERT);
DeleteDC(mem0);
DeleteDC(mem1);
return hbmMask;
}
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PWSTR pCmdLine, int nCmdShow)
{
hInst = hInstance;
MSG msg;
HWND hwnd;
WNDCLASSW wc;
wc.style = 0;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.lpszClassName = L"nope";
wc.hInstance = hInst;
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpfnWndProc = WndProc;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
RegisterClassW(&wc);
hwnd = CreateWindowW(wc.lpszClassName, L"",
WS_VISIBLE | WS_POPUP| WS_EX_TRANSPARENT,
100, 100, wW, wH, NULL, NULL, hInst, NULL);
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
while (GetMessage(&msg, NULL, 0, 0)) {
//Workaround for focusables stealing my Esc key
if (msg.message == WM_KEYDOWN){
if (msg.wParam == VK_ESCAPE) {
SendMessage(hwnd, WM_CLOSE, 0, 0);
}
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return (int)msg.wParam;
}
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg,
WPARAM wParam, LPARAM lParam)
{
static int px;
static int py;
static HBITMAP bhbm;
static RECT nRect = { 0, 0, wW, wH };
switch (msg)
{
case WM_CREATE:
{
HWND bb = CreateWindowW(L"STATIC", L"",
WS_VISIBLE | WS_CHILD ,
0, 0, wW, wH,
hwnd, (HMENU)11, hInst, NULL);
//SetTimer(hwnd, 1, 80, NULL);
return 0;
}
case WM_PAINT: {
//Vars
RECT wRect;
if (GetUpdateRect(hwnd, &wRect, FALSE) == 0) {
return 0; //Nothing to paint
}
PAINTSTRUCT gps;
PAINTSTRUCT ps;
BeginPaint(hwnd, &gps);
HWND bb = GetDlgItem(hwnd, 11);
HDC bbhdc = BeginPaint(bb, &ps);
HDC mdc = CreateCompatibleDC(bbhdc);
//Load Image
BITMAP pBM;
HBITMAP pHBM = (HBITMAP)LoadImage(NULL, L"twi00.bmp", 0, 0, 0, LR_LOADFROMFILE);
HBITMAP pMBM = CreateBitmapMask((HBITMAP)pHBM, 0x00000000);
GetObject(pHBM, sizeof(pBM), &pBM);
//Paint
HBITMAP oldBM = (HBITMAP)SelectObject(mdc, pMBM);
BitBlt(bbhdc, 0, 0, pBM.bmWidth, pBM.bmHeight, mdc, 0, 0, SRCAND);
SelectObject(mdc, pHBM);
BitBlt(bbhdc, 0, 0, pBM.bmWidth, pBM.bmHeight, mdc, 0, 0, SRCPAINT);
//Cleanup
SelectObject(mdc, oldBM);
DeleteObject(pHBM);
DeleteObject(pMBM);
DeleteDC(mdc);
EndPaint(bb, &ps);
EndPaint(hwnd, &gps);
return 1;
}
case WM_ERASEBKGND: {
return 0;
}
case WM_DESTROY:
{
DeleteObject(bhbm);
PostQuitMessage(0);
return 0;
}
case WM_LBUTTONDOWN:
SetCapture(hwnd);
px = LOWORD(lParam);
py = HIWORD(lParam);
return 1;
case WM_LBUTTONUP:
{
ReleaseCapture();
return 1;
}
case WM_MOUSEMOVE:
{
if (GetCapture() == hwnd)
{
RECT rcWindow;
GetWindowRect(hwnd, &rcWindow);
SetWindowPos(hwnd, NULL, rcWindow.left + LOWORD(lParam) - px, rcWindow.top + HIWORD(lParam) - py, 0, 0, SWP_NOSIZE | SWP_NOZORDER);
}
break;
}
}
return DefWindowProcW(hwnd, msg, wParam, lParam);
}
Use any generic bmp with a black border will do, I used this:
Now the question is, how can I make it so that when I move the window (click/drag) the background updates? I was hoping for something like putting the bitmap into a transparent window so that it's overlayed on top of things but it seems to just grab the pixels of what ever is behind it.
I'm attempting to do this without GDI+ or other libraries, if possible.
CreateWindow() does not accept extended window styles, such as WS_EX_TRANSPARENT (which is why it has EX in its name). You have to use CreateWindowEx() instead:
hwnd = CreateWindowExW(WS_EX_TRANSPARENT,
wc.lpszClassName, L"",
WS_VISIBLE | WS_POPUP,
100, 100, wW, wH, NULL, NULL, hInst, NULL);
A better option is to create a layered window (see also this) by using the WS_EX_LAYERED extended style). Then you can use the UpdateLayeredWindow() function to provide the window with the bitmap and the transparent color (you can also specify alpha as well). Let the window manage all of the hard work of drawing the bitmap transparently for you.
Your WndProc() can also respond to the WM_NCHITTEST message to tell the OS that all clicks on the window should be treated as if the user were clicking on the window's titlebar. Let the window handle the mouse tracking and auto-positioning for you.
Try something more like this:
#include <windows.h>
HINSTANCE hInst;
static int wH = 156;
static int wW = 166;
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PWSTR pCmdLine, int nCmdShow)
{
hInst = hInstance;
WNDCLASSW wc = {0};
wc.lpszClassName = L"nope";
wc.hInstance = hInst;
wc.lpfnWndProc = WndProc;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
RegisterClassW(&wc);
HWND hwnd = CreateWindowEx(WS_EX_LAYERED,
wc.lpszClassName, L"",
WS_POPUP, 100, 100, wW, wH, NULL, NULL,
hInst, NULL);
HBITMAP hBmp = (HBITMAP) LoadImage(NULL, L"twi00.bmp", 0, 0, 0, LR_LOADFROMFILE);
HDC hdcScreen = GetDC(0);
HDC hdcBmp = CreateCompatibleDC(hdcScreen);
HBITMAP oldBM = (HBITMAP) SelectObject(hdcBmp, hBmp);
POINT pt = {0};
UpdateLayeredWindow(hwnd,
hdcScreen,
NULL, NULL,
hdcBmp, &pt,
RGB(0, 0, 0), // black
NULL, ULW_COLORKEY
);
SelectObject(hdcBmp, oldBM);
DeleteDC(hdcBmp);
ReleaseDC(0, hdcScreen);
DeleteObject(hBmp);
ShowWindow(hwnd, nCmdShow);
MSG msg;
while (GetMessage(&msg, NULL, 0, 0) > 0) {
//Workaround for focusables stealing my Esc key
if ((msg.message == WM_KEYDOWN) && (msg.wParam == VK_ESCAPE) {
SendMessage(hwnd, WM_CLOSE, 0, 0);
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return (int) msg.wParam;
}
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg,
WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
}
case WM_NCHITTEST:
{
return HTCAPTION;
}
}
return DefWindowProcW(hwnd, msg, wParam, lParam);
}

GDIplus flickering

I'm trying to draw with GDIplus on an transparent window and experiencing a lot of flickering. I've read plenty of threads that suggest implementing double-buffering or rendering to offscreen surface would help, which I've done but to no avail.
Any idea what I've done wrong and how to fix it?
Thanks.
#include <Windows.h>
#include <stdio.h>
#include <time.h>
#include <GdiPlus.h>
#pragma comment(lib, "GdiPlus.lib")
HWND hWnd = NULL;
WNDCLASSEX wcex;
HDC hdc = NULL;
PAINTSTRUCT ps;
HGDIOBJ hfDefault;
MSG msg;
COLORREF transKey = RGB(37,14,103);
ULONG_PTR m_gdiplusToken;
char window_title[9] = "testings";
char window_class[9] = "testings";
int window_width = GetSystemMetrics(SM_CXSCREEN);
int window_height = GetSystemMetrics(SM_CYSCREEN);
DWORD MainThread(LPVOID lpArgs)
{
while(1)
{
RECT rc = {0,0,window_width,window_height};
InvalidateRect(hWnd, &rc, false);
UpdateWindow(hWnd);
Sleep(50);
}
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if(msg == WM_CREATE)
{
hfDefault = (HFONT)GetStockObject(DEFAULT_GUI_FONT);
Gdiplus::GdiplusStartupInput gdiplusStartupInput;
Gdiplus::GdiplusStartup(&m_gdiplusToken, &gdiplusStartupInput, NULL);
SetLayeredWindowAttributes(hWnd, transKey, 128, LWA_COLORKEY);
}
else if(msg == WM_PAINT)
{
hdc = BeginPaint(hWnd, &ps);
Gdiplus::Graphics g(hdc);
g.Clear(Gdiplus::Color(37,14,103));
Gdiplus::Bitmap* curBitmap = new Gdiplus::Bitmap(window_width, window_height);
Gdiplus::Graphics* g1 = g.FromImage(curBitmap);
static int x=1,y=1;
// x += 3;
y += 2;
Gdiplus::Pen pen(Gdiplus::Color(255, 255, 0, 255));
g1->DrawLine(&pen, x, y, window_width/2, window_height/2);
g.DrawImage(curBitmap, 0, 0);
EndPaint(hWnd, &ps);
}
else if(msg == WM_CLOSE)
{
DestroyWindow(hWnd);
}
else if(msg == WM_DESTROY)
{
PostQuitMessage(0);
}
else
{
return DefWindowProc(hWnd, msg, wParam, lParam);
}
return 0;
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
HBRUSH hbrBackground = CreateSolidBrush(transKey);
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_APPLICATION));
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = hbrBackground;
wcex.lpszMenuName = NULL;
wcex.lpszClassName = window_class;
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_APPLICATION));
if(!RegisterClassEx(&wcex))
return 1;
hWnd = CreateWindowEx(
WS_EX_LAYERED | WS_EX_TRANSPARENT | WS_EX_TOPMOST,
window_class,
window_title,
WS_POPUP,
0,
0,
window_width,
window_height,
NULL,
NULL,
hInstance,
NULL
);
if(!hWnd)
return 1;
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)MainThread, NULL, NULL, NULL);
while(GetMessage(&msg, NULL, 0, 0) > 0)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
Gdiplus::GdiplusShutdown(m_gdiplusToken);
return msg.wParam;
}
You have the WS_EX_TRANSPARENT attribute on your window, which causes the window underneath it to repaint every time your window is invalidated. Try removing it.
The meaning of WS_EX_TRANSPARENT is to tell Windows that you won't be drawing on the full window surface (i.e. leaving parts of it transparent), so it needs to make sure everything underneath is rendered first so it can show through.