I'm trying to write a text overlay function that generates a semitransparent background with text on it in the top right hand corner of the viewport. I wrote a test MFC application project with mostly default settings (I don't remember exactly, but AFAIK, none of the settings should cause the problems I'm seeing).
Here is the code:
void DrawSemitransparentRect(CDC& destDC, CRect rect, float percentGrayBackground, COLORREF overlayColour, float overlayPercentOpaque)
{
rect.NormalizeRect();
CDC temp_dc; // Temp dc for semitransparent text background
temp_dc.CreateCompatibleDC(&destDC);
CBitmap layer; // Layer for semitransparent text background
layer.CreateCompatibleBitmap(&destDC, 1, 1);
CBitmap* pOldBitmap = temp_dc.SelectObject(&layer);
BLENDFUNCTION blendFunction = { AC_SRC_OVER, 0, 0, 0 };
auto DrawSemitransparentRectHelper = [&](COLORREF colour, float transparency)
{
temp_dc.SetPixel(0, 0, colour);
blendFunction.SourceConstantAlpha = BYTE(transparency * 255 / 100);
// Draw semitransparent background
VERIFY(destDC.AlphaBlend(rect.left, rect.top, rect.Width(), rect.Height()
, &temp_dc, 0, 0, 1, 1, blendFunction));
};
// Lighten up the area to make more opaque without changing overlay colour.
DrawSemitransparentRectHelper(RGB(255, 255, 255), percentGrayBackground);
// Draw overlay colour
DrawSemitransparentRectHelper(overlayColour, overlayPercentOpaque);
temp_dc.SelectObject(pOldBitmap);
}
void DrawOverlayText(CDC & dc, CFont &windowFont, CRect const& windowRectDP, CString const& overlayText, CRect* pBoundingRectDP)
{
static bool debug = true;
int savedDC = dc.SaveDC();
::SetMapMode(dc.GetSafeHdc(), MM_TWIPS);
// Reset the window and viewport origins to (0, 0).
CPoint windowOrg, viewportOrg;
::SetWindowOrgEx(dc.GetSafeHdc(), 0, 0, &windowOrg);
::SetViewportOrgEx(dc.GetSafeHdc(), 0, 0, &viewportOrg);
LOGFONT logFont;// = { 12 * 10, 0, 0, 0, 100, 0, 0, 0, 0, 0, 0, 0, 255, _T("Times New Roman") };
windowFont.GetLogFont(&logFont);
logFont.lfHeight = 12 * 10; // 12 point font? Why isn't this *20? TWIPS are 20ths of a point.
// Font for the overlay text
CFont font;
font.CreatePointFontIndirect(&logFont, &dc);
CFont* pOldFont = dc.SelectObject(&font);
// window rect in Logical Points
CRect windowRect(windowRectDP);
dc.DPtoLP(windowRect);
// Get text extent in Logical Points
CRect textRect;
dc.DrawText(overlayText, textRect, DT_CALCRECT);
// inflation rectangle to add pixels around text
CRect inflate(8, 0, 8, 4);
dc.DPtoLP(&inflate);
// Create the bounding rect on the right hand of the view, making it a few pixels wider.
CRect boundingRect(textRect);
if (!debug)
{
boundingRect.InflateRect(inflate);
}
boundingRect.NormalizeRect();
boundingRect += CPoint(windowRect.Width() - boundingRect.Width(), 0);
CRect boundingRectDP(boundingRect);
if (pBoundingRectDP || !debug)
{
// Get the bounding rect in device coordinates
dc.LPtoDP(boundingRectDP);
*pBoundingRectDP = boundingRectDP;
}
if (!debug)
{
// round the bottom corners of the text box by clipping it
CRgn clip;
boundingRectDP.NormalizeRect();
clip.CreateRoundRectRgn(
boundingRectDP.left + 1 // +1 needed to make rounding coner match more closely to bottom right coner
, boundingRectDP.top - boundingRectDP.Height() // Getting rid of top rounded corners
, boundingRectDP.right
, boundingRectDP.bottom + 1
, 16, 16 // rounding corner may have to be more dynamic for different DPI screens
);
::SelectClipRgn(dc.GetSafeHdc(), (HRGN)clip.GetSafeHandle());
clip.DeleteObject();
}
// Calculatte centre position of text
CPoint centrePos(
boundingRect.left + (boundingRect.Width() - textRect.Width()) / 2 + 1
, boundingRect.top + (boundingRect.Height() - textRect.Height()) / 2 + 1);
if (debug)
{
// in debug mode, output text and then put semitransparent bounding rect over it.
dc.SetBkMode(debug ? OPAQUE : TRANSPARENT);
dc.SetBkColor(RGB(255, 0, 0));
dc.SetTextColor(RGB(0, 0, 0));
dc.TextOut(centrePos.x, centrePos.y, overlayText);
DrawSemitransparentRect(dc, boundingRect, 60, RGB(0, .25 * 255, .75 * 255), 40);
}
else
{
// 2 pixel offset in Logical Points
CPoint textShadowOffset(2, 2);
dc.DPtoLP(&textShadowOffset);
// in !debug mode, output semitransparent bounding rect and then put text over it.
DrawSemitransparentRect(dc, boundingRect, 60, RGB(0, .25 * 255, .75 * 255), 40);
dc.SetBkMode(debug ? OPAQUE : TRANSPARENT);
dc.SetTextColor(RGB(0, 0, 0));
dc.TextOut(centrePos.x, centrePos.y, overlayText);
dc.SetTextColor(RGB(255, 255, 255));
dc.TextOut(centrePos.x - textShadowOffset.x, centrePos.y - textShadowOffset.y, overlayText);
}
// Restore DC's state
dc.SelectObject(pOldFont);
dc.RestoreDC(savedDC);
}
// OnPaint() function for CView derived class.
void COverlayOnCViewView::OnPaint()
{
CPaintDC dc(this); // device context for painting
CString m_overlayText = _T("abcdefg ABCDEFG");
CFont windowFont;
LOGFONT logFont = { -12, 0, 0, 0, 400, 0, 0, 0, DEFAULT_CHARSET, 0, 0, CLEARTYPE_QUALITY, 0, _T("Segoe UI") };
windowFont.CreatePointFontIndirect(&logFont, &dc);
CRect windowRect;
GetClientRect(windowRect);
DrawOverlayText(dc, windowFont, windowRect, m_overlayText, nullptr);
}
Now, this works perfectly well in the default project, where I get the following:
But when I put it into another preexisting project, I get this:
You can see that the text is actually positioned above the translucent rectangle.
If I move the rectangle down the height of the text box, by changing
boundingRect += CPoint(windowRect.Width() - boundingRect.Width(), 0);
to
boundingRect += CPoint(windowRect.Width() - boundingRect.Width(), textRect.Height());
I get:
It's like the text function is specifying the bottom left corner rather than the top left corner for placement.
I wrote the free functions so that it should work with any DC, even if that DC has had its coordinate system manipulated, but perhaps I've forgotten to reset something?
The default project is using MFC 14.0.24212.0, but the project I tried to import this code into is using MFC 12.0.21005.1. Could that be an issue? I'm not sure how to change the default project to use the earlier version of MFC to test that.
Edit
Note that in the default project, I could have put the code into the OnDraw() function like this:
void COverlayOnCViewView::OnDraw(CDC* pDC)
{
COverlayOnCViewDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
if (!pDoc)
return;
// TODO: add draw code for native data here
CString m_overlayText = _T("abcdefg ABCDEFG");
CFont windowFont;
LOGFONT logFont = { -12, 0, 0, 0, 400, 0, 0, 0, DEFAULT_CHARSET, 0, 0, CLEARTYPE_QUALITY, 0, _T("Segoe UI") };
windowFont.CreatePointFontIndirect(&logFont, pDC);
CRect windowRect;
GetClientRect(windowRect);
DrawOverlayText(*pDC, windowFont, windowRect, m_overlayText, nullptr);
}
The only reason why I didn't was because the application I'm putting this into doesn't have one and I wanted to mimic that project as closely as possible. If you create a default application to test this, remember either to put the ON_WM_PAINT() macro in the MESSAGE MAP or use the OnDraw() function shown instead. They both seem to have the same results in the default project.
Related
I am try to create an HBITMAP from pixel buffer and display it. Here is my code to create the HBITMAP
char buffer[640 * 480 * 3];
memset(buffer, 255, 640 * 480 * 3);
BITMAPINFO bm = { sizeof(BITMAPINFOHEADER),
640,
480, 1, 24,
BI_RGB, 640 * 480 * 3, 0, 0, 0, 0 };
HBITMAP imageBmp = CreateDIBSection(hdc, &bm, DIB_RGB_COLORS, (void**)buffer, 0, 0);
if (imageBmp == NULL) {
DWORD lastError = GetLastError();
return;
}
Here is the code to display it:
HDC imageDC = CreateCompatibleDC(NULL); // create an offscreen DC
SelectObject(imageDC, imageBmp); // put the loaded image into our DC
RECT rect;
GetClientRect(hDlg, &rect);
BitBlt(
hdc, // tell it we want to draw to the screen
0, 0, // as position 0,0 (upper-left corner)
rect.right - rect.left, // width of the rect to draw
rect.bottom - rect.top, // height of the rect
imageDC, // the DC to get the rect from (our image DC)
0, 0, // take it from position 0,0 in the image DC
SRCCOPY // tell it to do a pixel-by-pixel copy
);
I am expecting to see a white image, but what I got was a black window screen. I am pretty sure my display code is correct, but do not know why the code to create HBITMAP was wrong.
CreateDIBSection already returns an allocated buffer through the ppvBits argument to you, so it overwrites your buffer variable. From the docs (emphasis mine):
ppvBits A pointer to a variable that receives a pointer to the
location of the DIB bit values.
Fixes required to your code:
Remove code to create an array.
Pass the address of a pointer for the ppvBits parameter.
Set the pixels only after a successfull call to CreateDIBSection.
char* buffer = NULL;
BITMAPINFO bm = { sizeof(BITMAPINFOHEADER),
640,
480, 1, 24,
BI_RGB, 640 * 480 * 3, 0, 0, 0, 0 };
HBITMAP imageBmp = CreateDIBSection(hdc, &bm, DIB_RGB_COLORS, (void**) &buffer, 0, 0);
if (imageBmp == NULL) {
DWORD lastError = GetLastError();
return;
}
memset(buffer, 255, 640 * 480 * 3);
Note:
Make sure that in production code, you properly calculate the size by aligning the bitmap width to the next DWORD boundary, as described by the article "DIBs and Their Use":
Calculating the size of a bitmap is not difficult:
biSizeImage = ((((biWidth * biBitCount) + 31) & ~31) >> 3) * biHeight
The crazy roundoffs and shifts account for the bitmap being
DWORD-aligned at the end of every scanline.
In your sample, 640 * 480 * 3 gives the correct result only because the width of 640 is already divisable by 4. For a width of 641 your formula would fail, while the formula cited from the article would give the correct result.
I'm trying to build a simple 2D game using DirectX9, and I want to be able to use sprite dimensions and coordinates with no scaling applied.
The book that I'm following ("Introduction to 3D Game Programming with DirectX 9.0c" by Frank Luna) shows a trick using Direct3D's sprite functions to render graphics in 2D, but the book code still sets up a camera using D3DXMatrixLookAtLH and D3DXMatrixPerspectiveFovLH, and the sprite images get scaled in perspective. How do I set up the view and projection to where sprites are rendered in original dimensions and X-Y coordinates can be addressed as an actual pixel location within the window?
UPDATE
Although this might not be the ideal solution, I did come up with a workaround. I realized if I set the projection matrix with 90-degree field-of-view and the near plane at z=0, then all I have to do is to look at the origin (0, 0, 0) with the D3DXMatrixLookAtRH and step back by half of the screen width (the height of an Isosceles Right Triangle is half of the base).
So for my client area being 400 x 400, the following settings worked for me:
// get client rect
RECT R;
GetClientRect(hWnd, &R);
float width = (float)R.right;
float height = (float)R.bottom;
// step back by 400/2=200 and look at the origin
D3DXMATRIX V;
D3DXVECTOR3 pos(0.0f, 0.0f, (-width*0.5f) / (width/height)); // see "UPDATE 2" below
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
D3DXMatrixLookAtLH(&V, &pos, &target, &up);
d3dDevice->SetTransform(D3DTS_VIEW, &V);
// PI x 0.5 -> 90 degrees, set the near plane to z=0
D3DXMATRIX P;
D3DXMatrixPerspectiveFovLH(&P, D3DX_PI * 0.5f, width/height, 0.0f, 5000.0f);
d3dDevice->SetTransform(D3DTS_PROJECTION, &P);
Turning off all the texturing filters (or setting to D3DTEXF_POINT) seems to get the best pixel-accurate feel.
Another important thing to note was that CreateWindowEx() with requested 400 x 400 size returned a client area of something like 387 x 362, so I had to check with GetClientRect(), calculate the difference and readjust the window size using SetWindowPos() after initial creation.
The screenshot below shows the result of taking the steps mentioned above. The original bitmap (right) is rendered with no scaling/stretching applied in the app (left)... finally!
UPDATE 2
I didn't test the above method for when the aspect ratio isn't 1:1. I adjusted the code - the amount you step back for your camera position should be ... window_width * 0.5 / aspect_ratio (or width/height).
DirectX Tool Kit SpriteBatch class is designed to do exactly what you describe. When drawing with Direct3D, screen coordinates are (-1,-1) to (1,1) with (-1,-1) in the upper-right corner.
This sets up the matrix that will let you specify in screen-coordinates with (0,0) in the upper-right.
// Compute the matrix.
float xScale = (mViewPort.Width > 0) ? 2.0f / mViewPort.Width : 0.0f;
float yScale = (mViewPort.Height > 0) ? 2.0f / mViewPort.Height : 0.0f;
switch( rotation )
{
case DXGI_MODE_ROTATION_ROTATE90:
return XMMATRIX
(
0, -yScale, 0, 0,
-xScale, 0, 0, 0,
0, 0, 1, 0,
1, 1, 0, 1
);
case DXGI_MODE_ROTATION_ROTATE270:
return XMMATRIX
(
0, yScale, 0, 0,
xScale, 0, 0, 0,
0, 0, 1, 0,
-1, -1, 0, 1
);
case DXGI_MODE_ROTATION_ROTATE180:
return XMMATRIX
(
-xScale, 0, 0, 0,
0, yScale, 0, 0,
0, 0, 1, 0,
1, -1, 0, 1
);
default:
return XMMATRIX
(
xScale, 0, 0, 0,
0, -yScale, 0, 0,
0, 0, 1, 0,
-1, 1, 0, 1
);
}
In Direct3D 9 the pixel centers were defined a little differently than Direct3D 10/11/12 so the typical solution in the legacy API was to add a 0.5,0.5 half-center offset to all the positions. You don't need to do this with Direct3D 10/11/12.
I need to make an interactive graph using MFC
It will be sort of like an equalizer control, where the user should be able to click on a point on the equalizer drag it to change it's y axis value
I am also just starting to learn MFC
Upto this point I have used CPaintDC in the OnPaint() function to draw the graph in a dialog box. For now the graph is very simple, with rectangle boarder, filled with white colour, and 4 points on the graph. I use OnMouseMove() function to know if the cursor is inside the graph area and OnLButtonDown() function to know where the user has clicked. If the user has clicked at a position which implies I want to change the y axis value of the graph point at that location, I repaint the figure using Invalidate() and calling OnPaint() inside OnLButtonDown(). However, every time the graph has to update, I can see a flicker. it is not a problem now, but I will need to extend this graph so that it has at least 64 changeable points, with the ability to change the y axis value for a point by dragging instead of just clicking where I want it to go. Will the flickering problem increase as I increase the number of points and the complexity of the appearance of the graph? The graph will need to have axes, gridlines, labels, etc later on. Is the flickering something I should be concerned about? Is there any way I can prevent it?
----UPDATE ----
This is how I updated my OnPaint() function according to how I understood CodeDreamer's suggestion
void Cgraph_on_dlgboxDlg::OnPaint()
{
CPaintDC dc_blt(this);
CDC dc;
CBitmap bmpDC;
CRect rcClient;
GetClientRect(rcClient);
if (IsIconic())
{
// CPaintDC dc(this); // device context for painting
SendMessage(WM_ICONERASEBKGND, reinterpret_cast<WPARAM>(dc.GetSafeHdc()), 0);
// Center icon in client rectangle
int cxIcon = GetSystemMetrics(SM_CXICON);
int cyIcon = GetSystemMetrics(SM_CYICON);
CRect rect;
GetClientRect(&rect);
int x = (rect.Width() - cxIcon + 1) / 2;
int y = (rect.Height() - cyIcon + 1) / 2;
// Draw the icon
dc.DrawIcon(x, y, m_hIcon);
}
else
{
CDialogEx::OnPaint();
}
dc.CreateCompatibleDC(&dc);
bmpDC.CreateCompatibleBitmap(&dc, theGraph.width,theGraph.height );
dc.SelectObject(&bmpDC);
CPen pen;
COLORREF pencolour = RGB(0, 0, 0);
COLORREF brushcolour = RGB(0, 0, 255);
COLORREF graphColour = RGB(0, 0, 150);
// Draw boarder
pen.CreatePen(PS_SOLID, 3, pencolour);
// CBrush brush(HS_CROSS, brushcolour);
dc.SetBkMode(TRANSPARENT);
dc.SetMapMode(MM_TEXT);
dc.SetViewportOrg(theGraph.x1, theGraph.y1);
dc.SelectObject(&pen);
// Draw graph boundary
CPoint point1(0,0);
point1.x = 0;
point1.y = 0;
CPoint point2(0,0);
point2.x = point1.x + theGraph.width;
point2.y = point1.y + theGraph.height;
dc.Rectangle(CRect(point1, point2));
pen.DeleteObject();
// Draw Horizontal at 0
pen.CreatePen(PS_SOLID, 1, pencolour);
dc.SelectObject(&pen);
dc.MoveTo(0, theGraph.height - ORG_DIST_FROM_BOTTOM);
dc.LineTo(theGraph.width, theGraph.height - ORG_DIST_FROM_BOTTOM);
pen.DeleteObject();
dc.SetViewportOrg(theGraph.x1, theGraph.y1 + theGraph.height - ORG_DIST_FROM_BOTTOM); // dc.SetViewportOrg() always works relative to the clinet origin
// Draw graph line
pen.CreatePen(PS_SOLID, 2, graphColour);
dc.SelectObject(&pen);
for(int i = 0; i<NUM_OF_SECTIONS_IN_GRAPH; i++){
dc.MoveTo(graphSamplePoints[i].x, graphSamplePoints[i].y);
dc.LineTo(graphSamplePoints[i+1].x, graphSamplePoints[i+1].y);
}
// draw circles at graph sample points
for(int i = 0; i<NUM_OF_POINTS_IN_GRAPH; i++){
CIRCLE(dc, graphSamplePoints[i].x, graphSamplePoints[i].y, GRP_SMP_RAD);
}
// dc_blt.BitBlt(0,0,rcClient.Width(), rcClient.Height(), &dc, 0, 0, SRCCOPY);
dc_blt.BitBlt(theGraph.x1,theGraph.y1,theGraph.width, theGraph.height, &dc, 0, 0, SRCCOPY);
}
I will need to change the origins of the viewport a number of times and my guess is that this could be one of the reasons for the error. Any suggestions will be welcome.
This is what my output look like without double buffering
This is what it looks like with my attempt at double buffering
In this case, a general solution is 'double buffering'.
The principle is that it creates a compatible memory dc for drawing in advance, and when drawing is ended, it outputs on screen dc.
A code sample is below.
//in OnPaint() function
CPaintDC dc(this);
CDC dcMem;
CBitmap bmpDC;
CRect rcClient;
GetClientRect(&rcClient);
dcMem.CreateCompatibleDC(pDC);
bmpDC.CreateCompatibleBitmap(pDC, rcClient.Width(), rcClient.Height());
dcMem.SelectObject(&bmpDC);
CRect rect(0, 0, 100, 200);
dcMem.Rectangle(rect);
dc.BitBlt(0, 0, rcClient.Width(), rcClient.Height(), &dcMem, 0, 0, SRCCOPY);
A couple of references are below.
introduction
another reference
I hope this will help you a little.
Try the CMemDC MFC class.
In your OnPaintFunction you would have this:
CPaintDC DC(this);
CMemDC mDC(&DC, this);
// now use mDC instead of DC
Also look here fore more samples and explanations.
I am trying to make an interactive graph using MFC where the y axis of a sample point in the graph can be changed using mouse click. I implemented double buffering using this tutorial
enter link description here. I should also point out that I need to change the origins of the viewport from time to time for my program. However, when I click on the graph for the sample point to be updated, I can still see it flicker. It's not an inconvenience, but I need to extend this graph to include lots of sample points and other features such as gridlines, axes, labels, boundary areas, etc and I am worried that the flickering might become a problem for me in the future as the size of this project grows. Implementing double buffering did not seem to make any changes to the output. Moreover, now that I have implemented double buffering, the program seems to stop in the middle of execution (when I am running it in Debug mode in Visual Studio) with this error:
Unhandled exception at 0xffffff3a in graph_on_dlgbox.exe: 0xC0000005: Access violation reading location 0xffffff3a.
I am still not sure what causes it to appear, but seems to happen if I start randomly clicking around the graph area rapidly. Since I have not seen this error (yet) in my code that does not use double buffering, I am assuming it has something to do with the double buffering code, but I am not sure.
Anyway I would like to tackle this one problem at a time, and the first problem is the flicker. Here is my code without double buffering:
void Cgraph_on_dlgboxDlg::OnPaint()
{
CPaintDC dc(this);
if (IsIconic())
{
// CPaintDC dc(this); // device context for painting
SendMessage(WM_ICONERASEBKGND, reinterpret_cast<WPARAM>(dc.GetSafeHdc()), 0);
// Center icon in client rectangle
int cxIcon = GetSystemMetrics(SM_CXICON);
int cyIcon = GetSystemMetrics(SM_CYICON);
CRect rect;
GetClientRect(&rect);
int x = (rect.Width() - cxIcon + 1) / 2;
int y = (rect.Height() - cyIcon + 1) / 2;
// Draw the icon
dc.DrawIcon(x, y, m_hIcon);
}
else
{
CDialogEx::OnPaint();
}
CPen pen;
COLORREF pencolour = RGB(0, 0, 0);
COLORREF brushcolour = RGB(0, 0, 255);
COLORREF graphColour = RGB(0, 0, 150);
// Draw boarder
pen.CreatePen(PS_SOLID, 3, pencolour);
// CBrush brush(HS_CROSS, brushcolour);
dc.SetBkMode(TRANSPARENT);
dc.SetMapMode(MM_TEXT);
dc.SetViewportOrg(theGraph.x1, theGraph.y1);
// Dc.SetViewportExt(theGraph.width, theGraph.height);
dc.SelectObject(&pen);
// dc.SelectObject(&brush);
// Draw graph boundary
CPoint point1(0,0);
point1.x = 0;
point1.y = 0;
CPoint point2(0,0);
point2.x = point1.x + theGraph.width;
point2.y = point1.y + theGraph.height;
dc.Rectangle(CRect(point1, point2));
pen.DeleteObject();
// Draw Horizontal at 0
pen.CreatePen(PS_SOLID, 1, pencolour);
dc.SelectObject(&pen);
dc.MoveTo(0, theGraph.height - ORG_DIST_FROM_BOTTOM);
dc.LineTo(theGraph.width, theGraph.height - ORG_DIST_FROM_BOTTOM);
pen.DeleteObject();
// Shift overall graph origin from top left corner to beginning of this horizontal line
dc.SetViewportOrg(theGraph.x1, theGraph.y1 + theGraph.height - ORG_DIST_FROM_BOTTOM); // dc.SetViewportOrg() always works relative to the clinet origin
// Draw graph line
pen.CreatePen(PS_SOLID, 2, graphColour);
dc.SelectObject(&pen);
for(int i = 0; i<NUM_OF_SECTIONS_IN_GRAPH; i++){
dc.MoveTo(graphSamplePoints[i].x, graphSamplePoints[i].y);
dc.LineTo(graphSamplePoints[i+1].x, graphSamplePoints[i+1].y);
}
// draw circles at graph sample points
for(int i = 0; i<NUM_OF_POINTS_IN_GRAPH; i++){
CIRCLE(dc, graphSamplePoints[i].x, graphSamplePoints[i].y, GRP_SMP_RAD);
}
}
and here is the modified version with double buffering:
void Cgraph_on_dlgboxDlg::OnPaint()
{
// /*****
CPaintDC dc_blt(this);
CDC dc;
CBitmap bmpDC;
// CRect rcClient;
// GetClientRect(rcClient);
if (IsIconic())
{
// CPaintDC dc(this); // device context for painting
SendMessage(WM_ICONERASEBKGND, reinterpret_cast<WPARAM>(dc.GetSafeHdc()), 0);
// Center icon in client rectangle
int cxIcon = GetSystemMetrics(SM_CXICON);
int cyIcon = GetSystemMetrics(SM_CYICON);
CRect rect;
GetClientRect(&rect);
int x = (rect.Width() - cxIcon + 1) / 2;
int y = (rect.Height() - cyIcon + 1) / 2;
// Draw the icon
dc.DrawIcon(x, y, m_hIcon);
}
else
{
CDialogEx::OnPaint();
}
dc.CreateCompatibleDC(&dc_blt);
// bmpDC.CreateCompatibleBitmap(&dc_blt, rcClient.Width(),rcClient.Height());
bmpDC.CreateCompatibleBitmap(&dc_blt, theGraph.width,theGraph.height );
dc.SelectObject(&bmpDC);
// ----------- After this point, do all operations considering (0,0) to be the origin of the bitmap
// consider bitmap coordinates a device coordinates for Viewport operations
CPen pen;
COLORREF pencolour = RGB(0, 0, 0);
COLORREF brushcolour = RGB(0, 0, 255);
COLORREF graphColour = RGB(0, 0, 150);
// Draw boarder
pen.CreatePen(PS_SOLID, 3, pencolour);
// CBrush brush(HS_CROSS, brushcolour);
dc.SetBkMode(TRANSPARENT);
dc.SetMapMode(MM_TEXT);
// dc.SetViewportOrg(theGraph.x1, theGraph.y1);
// dc.SetViewportExt(theGraph.width, theGraph.height);
dc.SelectObject(&pen);
// dc.SelectObject(&brush);
// Draw graph boundary
CPoint point1(0,0);
point1.x = 0;
point1.y = 0;
CPoint point2(0,0);
point2.x = point1.x + theGraph.width;
point2.y = point1.y + theGraph.height;
dc.Rectangle(CRect(point1, point2));
pen.DeleteObject();
// Draw Horizontal at 0
pen.CreatePen(PS_SOLID, 1, pencolour);
dc.SelectObject(&pen);
dc.MoveTo(0, theGraph.height - ORG_DIST_FROM_BOTTOM);
dc.LineTo(theGraph.width, theGraph.height - ORG_DIST_FROM_BOTTOM);
pen.DeleteObject();
// Shift overall graph origin from top left corner to beginning of this horizontal line
// dc.SetViewportOrg(theGraph.x1, theGraph.y1 + theGraph.height - ORG_DIST_FROM_BOTTOM); // dc.SetViewportOrg() always works relative to the client area origin
// New origin defined in terms of the Bitmap's origin
dc.SetViewportOrg(0, theGraph.height - ORG_DIST_FROM_BOTTOM);
// Draw graph line
pen.CreatePen(PS_SOLID, 2, graphColour);
dc.SelectObject(&pen);
for(int i = 0; i<NUM_OF_SECTIONS_IN_GRAPH; i++){
dc.MoveTo(graphSamplePoints[i].x, graphSamplePoints[i].y);
dc.LineTo(graphSamplePoints[i+1].x, graphSamplePoints[i+1].y);
}
// draw circles at graph sample points
for(int i = 0; i<NUM_OF_POINTS_IN_GRAPH; i++){
CIRCLE(dc, graphSamplePoints[i].x, graphSamplePoints[i].y, GRP_SMP_RAD);
}
dc.SetViewportOrg(0, 0);
// dc_blt.BitBlt(rcClient.left+100,rcClient.top+50,rcClient.Width(), rcClient.Height(), &dc, 0, 0, SRCCOPY);
// dc_blt.BitBlt(0,0,rcClient.Width(), rcClient.Height(), &dc, theGraph.x1, theGraph.y1, SRCCOPY);
dc_blt.BitBlt(theGraph.x1,theGraph.y1, theGraph.width, theGraph.height, &dc, 0, 0, SRCCOPY);
// --- Bring the bitmap to this particular location on screen specified by (theGraph.x1,theGraph.y1, theGraph.width, theGraph.height)
// dc_blt.BitBlt(0,0,theGraph.width, theGraph.height, &dc, 0, 0, SRCCOPY);
// dc_blt.BitBlt(theGraph.x1,theGraph.y1,theGraph.width, theGraph.height, &dc, 0, 0, SRCCOPY);
// *****/
m_bMyDraw = FALSE;
}
Here is a sample screenshot of the output:
The y axis values of the sample points on the graph can be changed by clicking, and the program redraws the graph after every click by calling InvalidateRect() with the area of the graph as the rectangle to be repainted.
The coordinates of the sample points are stored in a array of CPoint objects, and it's members are updated every time the graph is clicked at the appropriate area. The graph then repaints, due to the call to InvalidateRect(), but with a flicker; unless of course, the program crashes in debug mode with this error:
How do I remove the flickering?
---- UPDATE ----
BOOL Cgraph_on_dlgboxDlg::OnEraseBkgnd(CDC* pDC)
{
// TODO: Add your message handler code here and/or call default
if ( m_bMyDraw )
return TRUE;
else
return CDialogEx::OnEraseBkgnd(pDC);
}
This function has been made this way since it was done like this in the tutorial I mentioned earlier
------ UPDATE 2 ----------
If I just put return TRUE; in the body of the above function, the flicker seems to vanish, but now the output looks like this
The dialog box background seems to have taken the contents of my Visual Studio window. How do I prevent this?
You're close! The idea of double buffering is to paint every pixel in your window exactly once. If it is painted zero times, artifacts like Visual Studio remain. And if it is painted a first time, and then painted again with a different color, you will see flicker. So, to make sure every pixel is painted, create your compatible dc the full width and height of the window so that when it is copied to the CPaintDC, it covers the entire area and not just theGraph. Keep returning TRUE in OnEraseBkgnd, so that the pixels are not first painted in OnEraseBkgnd, and then again in OnPaint.
Two things :
Have you made sure OnEraseBkgnd() just returns TRUE and doesn't call the base class to erase the view?
You don't need to do all that drawing for the double buffering in OnPaint(). All you need to do in the OnPaint() is the BitBlt. You can do the drawing to the memory bitmap in a UpdateRect() function which gets called whenever you need to update the screen, which then calls InvalidateRect() to update the screen. I've posted some code about a flicker-free double buffering method I've used many times here which might help.
The way that flicker prevention work is that first you return TRUE from OnEraseBkgnd to suppress the default erase. But then your OnPaint code must include a full erase of the window. You don't do that so you get the background image of your source code or whatever was there before. So add a FillSolidRect call to your OnPaint to clear the window.
Your creation of a CPaintDC before calling CDialogEx::OnPaint destroys the dialog's ability to properly paint itself, since that function also creates a CPaintDC. But only one call to CPaintDC is permitted for each paint message. To avoid this problem you need a completely different approach. The dialog should have a picture control on it (a CStatic), and you should paint your graph in a class you derive from CStatic.
I need to make bird animation in WS_OVERLAPPED window (as shown below). Animation is represented by 8 images:
The blue color in the image (which is RGB(0, 255, 255)) has to be transparent (see screenshot below).
I wanted to do this using CreateWindowEx() (bird would be represented by layered window) with WS_EX_LAYERED argument. Unfortunately bird must be WS_CHILD. Mixing WS_EX_LAYERED | WS_CHILD is not legal in Windows 7:
Windows 8: The WS_EX_LAYERED style is supported for top-level windows and child windows. Previous Windows versions support WS_EX_LAYERED only for top-level windows.
Final effect should look like this (I've already painted window's background - the only problem is the bird):
How can I achieve this effect? How to animate bird in parent window?
If you have any idea how to implement bird animation with transparent background color please share.
Since animation is done even when there's no interaction with the window, we'll need a timer:
case WM_CREATE:
// load resources
SetTimer(hwnd, 0, 250, NULL); // set timer to 250 ms
return 0;
...
case WM_DESTROY:
KillTimer(hwnd, 0);
// release the resources
return 0;
We can invalidate the whole window each timer tick, but it would be better to redraw only needed part. We'll also update the current frame number here:
case WM_TIMER:
frame_number++;
if (frame_number >= 8)
frame_number = 0;
RECT rc = { 30, 30, 80, 80 }; // a rectangle from (30,30) to (80,80)
InvalidateRect(hwnd, &rc, FALSE);
return 0;
Then, we draw the current frame in the WM_PAINT handler:
case WM_PAINT:
// draw the sky
SelectObject(hDCMem, hBird);
TransparentBlt(hDC, 30, 30, 50, 50, hDCMem, frame_number * 51, 0, 50, 50, RGB(0, 255, 255)); // 51 is 50 (side of a bird frame) + 1 (gap between the frames)
// draw the rest
return 0;
I've finally find out how to do it. It's quite tricky.
The full description of the solution is available here - winprog.org/tutorial/transparency.html. For polish readers here is great translation.
Simple idea in brief:
Giving bitmaps the appearance of having transparent sections is quite simple, and involves the use of a black and white Mask image in addition to the colour image that we want to look transparent.
The following conditions need to be met for the effect to work correctly: First off, the colour image must be black in all areas that we want to display as transparent. And second, the mask image must be white in the areas we want transparent, and black elsewhere. The colour and mask images are displayed as the two left most images in the example picture on this page.
Simple solution in brief:
#define TRANSPARENCY_COLOR RGB(0, 255, 255)
birdBmp = (HBITMAP) LoadBitmap(hInstance, MAKEINTRESOURCE(IDB_BITMAP1));
hbmpMask = CreateBitmapMask(birdBmp, TRANSPARENCY_COLOR);
Painting:
case WM_PAINT:
{
hdc = BeginPaint(hWnd, &ps);
HDC birdMaskHdc = CreateCompatibleDC(hdc);
BITMAP bmInfo;
GetObject(birdBmp, sizeof(bmInfo), &bmInfo);
HBITMAP hbmpOld = (HBITMAP) SelectObject(birdMaskHdc, hbmpMask);
BitBlt(hdc, 0, 0, bmInfo.bmWidth, bmInfo.bmHeight, birdMaskHdc, 0, 0, SRCAND);
SelectObject(birdMaskHdc, birdBmp);
BitBlt(hdc, 0, 0, bmInfo.bmWidth, bmInfo.bmHeight, birdMaskHdc, 0, 0, SRCPAINT);
SelectObject(birdMaskHdc, hbmpOld);
DeleteDC(birdMaskHdc);
EndPaint(hWnd, &ps);
break;
}
Cleaning:
case WM_DESTROY:
{
DeleteObject(hbmpMask);
DeleteObject(birdBmp);
PostQuitMessage(0);
break;
}
Function which is responsible for creating bitmap mask:
HBITMAP CreateBitmapMask(HBITMAP hbmColour, COLORREF crTransparent)
{
HDC hdcMem, hdcMem2;
HBITMAP hbmMask, hbmOld, hbmOld2;
BITMAP bm;
GetObject( hbmColour, sizeof( BITMAP ), & bm );
hbmMask = CreateBitmap( bm.bmWidth, bm.bmHeight, 1, 1, NULL );
hdcMem = CreateCompatibleDC( NULL );
hdcMem2 = CreateCompatibleDC( NULL );
hbmOld =( HBITMAP ) SelectObject( hdcMem, hbmColour );
hbmOld2 =( HBITMAP ) SelectObject( hdcMem2, hbmMask );
SetBkColor( hdcMem, crTransparent );
BitBlt( hdcMem2, 0, 0, bm.bmWidth, bm.bmHeight, hdcMem, 0, 0, SRCCOPY );
BitBlt( hdcMem, 0, 0, bm.bmWidth, bm.bmHeight, hdcMem2, 0, 0, SRCINVERT );
SelectObject( hdcMem, hbmOld );
SelectObject( hdcMem2, hbmOld2 );
DeleteDC( hdcMem );
DeleteDC( hdcMem2 );
return hbmMask;
}