Convert ICON to HBITMAP to be displayed in popup menu? - winapi

I'm trying to add bitmaps to a popup menu.
The problem I have is that I create my bitmaps from ICONs dynamically, and I have problems for 24bit color icons vs 24+alpha (32bit) color icons.
It seems that the bitmaps are only always drawn correctly when they are in 32bpp (including alpha channel).
Here's my (test) code:
void ConvertIconToBitmap(CBitmap& bmpObj, HICON hIcon, int cx, int cy, BOOL useDIB) {
CClientDC screenDC(NULL);
CBitmap bmpTmp;
HANDLE_API_FAILURE( bmpTmp.CreateCompatibleBitmap(&screenDC, cx, cy) );
CDC memDC;
HANDLE_API_FAILURE( memDC.CreateCompatibleDC(&screenDC) );
CBitmap* pOldBmp = memDC.SelectObject(&bmpTmp);
HANDLE_API_FAILURE( ::DrawIconEx( memDC.GetSafeHdc(), 0, 0, hIcon, cx, cy, 0, NULL, DI_NORMAL) );
memDC.SelectObject( pOldBmp );
HBITMAP hDibBmp = (HBITMAP)::CopyImage((HANDLE)(HBITMAP)bmpTmp, IMAGE_BITMAP, 0, 0, LR_DEFAULTSIZE | LR_CREATEDIBSECTION);
HANDLE_API_FAILURE( hDibBmp );
if (useDIB) {
HANDLE_API_FAILURE( bmpObj.Attach(hDibBmp) ); // works for 32bit/transparanecy
} else {
HANDLE_API_FAILURE( bmpObj.Attach(bmpTmp.Detach()) ); // works for 24bit
}
}
...
CMenu menu;
menu.LoadMenu(IDR_POPUPMENU);
CMenu* pMenu = menu.GetSubMenu(0);
int cx, cy;
cx = cy = GetSystemMetrics(SM_CYMENU);
MENUITEMINFO mii;
mii.cbSize = sizeof mii;
mii.fMask = MIIM_BITMAP;
HICON pwdIco = ExtractIcon(NULL/*=current instance*/, L"path/to/file.exe", 0);
// If icon is 32bit-alpha this works, but doesn't work with 24bit icon
CBitmap bmpTop;
ConvertIconToBitmap(bmpTop, pwdIco, cx, cy, TRUE);
mii.hbmpItem = bmpTop;
pMenu->SetMenuItemInfo(ID_MENU_TOP, &mii, FALSE);
// If icon is 32bit-alpha transparent areas are shown in black, but 24bit icon is also displayed correctly
CBitmap bmpApp;
ConvertIconToBitmap(bmpApp, pwdIco, cx, cy, FALSE);
HBITMAP bmpTransp = bmpApp;
mii.hbmpItem = bmpTransp;
pMenu->SetMenuItemInfo(ID_MENU_TEST, &mii, FALSE);
this->ClientToScreen(&point);
pMenu->TrackPopupMenu(nFlags, point.x, point.y, this);
Since I need to dynamically populate the menu entries images from existing file's icons, I can't just statically fiddle out the bitmaps and use these instead of icons.
What are the requirements for the HBITMAP passed in the hbmpItem member of the MENUITEMINFO structure passed to SetMenuItemInfo ???
And how do I make sure the bitmap "created" with DrawIconEx does fulfill these requirements?
Oh, and to my great pleasure I just learned that 32-bit alpha-blended menu item bitmaps don't work at under Windows XP (transparent=black there), so I'll have to map transparency myself somehow it seems. (Possibly by replacing some color with GetSysColor(COLOR_MENU).)

Related

Why does switching draw call order mess things up using Cairo and Win32 layered windows?

I'm working on a Win32 app with layered windows. The window contents are drawn using Cairo. The transparency is very unpredictable however. Sometimes everything is correct; opaque parts are opaque, transparent parts transparent. Other times what should be opaque becomes transparent or vanishes completely.
This is the most minimal example I could reduce the problem to (based on this answer). It should draw a square in the upper left corner of the screen, with the left half transparent grey and the right half opaque black.
import core.sys.windows.windows;
import std.utf;
import std.stdio;
import cairo;
import cairo_win32;
const UINT WIDTH = 500;
const UINT HEIGHT = 500;
extern(Windows)
LRESULT WndProc(HWND hwnd, uint msg, WPARAM wParam, LPARAM lParam) nothrow {
return DefWindowProc(hwnd, msg, wParam, lParam);
}
void main(string[] args) {
WNDCLASS wndclass;
wndclass.lpszClassName = "Test".toUTF16z;
wndclass.lpfnWndProc = &WndProc;
RegisterClass(&wndclass);
HINSTANCE hInstance = GetModuleHandle(NULL);
HWND hwnd = CreateWindowEx(WS_EX_TOPMOST | WS_EX_LAYERED | WS_EX_TOOLWINDOW, wndclass.lpszClassName, "Test".toUTF16z, WS_POPUP, 50, 50, WIDTH, HEIGHT, NULL, NULL, hInstance, NULL);
ShowWindow(hwnd, SW_SHOWNA);
HDC hdcScreen = GetDC(NULL);
// Offscreen hdc for painting
HDC hdcMem = CreateCompatibleDC(hdcScreen);
HBITMAP hbmMem = CreateCompatibleBitmap(hdcScreen, WIDTH, HEIGHT);
auto hOld = SelectObject(hdcMem, hbmMem);
// Draw using offscreen hdc
auto surface = cairo_win32_surface_create(hdcMem);
auto cr = cairo_create(surface);
// Transparent grey
cairo_rectangle(cr, 0, 0, 250, HEIGHT);
cairo_set_source_rgba(cr, 0.4, 0.4, 0.4, 0.8);
cairo_fill(cr);
// Black
cairo_rectangle(cr, 250, 0, 250, HEIGHT);
cairo_set_source_rgba(cr, 0, 0, 0, 1);
cairo_fill(cr);
cairo_destroy(cr);
cairo_surface_destroy(surface);
// Show on screen
BLENDFUNCTION blend = { 0 };
blend.BlendOp = AC_SRC_OVER;
blend.SourceConstantAlpha = 255;
blend.AlphaFormat = AC_SRC_ALPHA;
RECT win_rect;
GetWindowRect(hwnd, &win_rect);
POINT ptZero = POINT(0, 0);
POINT win_pos = POINT(win_rect.left, win_rect.top);
SIZE win_dims = SIZE(WIDTH, HEIGHT);
UpdateLayeredWindow(hwnd, hdcScreen, &win_pos, &win_dims, hdcMem, &ptZero, RGB(0, 0, 0), &blend, ULW_ALPHA);
// Reset offscreen hdc to default bitmap
SelectObject(hdcMem, hOld);
// Cleanup
DeleteObject(hbmMem);
DeleteDC (hdcMem);
ReleaseDC(NULL, hdcScreen);
MSG msg;
while(GetMessage(&msg, NULL, 0, 0)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
This works, as you can see here.
However, when I now switch the order of the two Cairo draw calls like this:
// Opaque black
cairo_rectangle(cr, 250, 0, 250, HEIGHT);
cairo_set_source_rgba(cr, 0.01, 0.01, 0.01, 1.0);
cairo_fill(cr);
// Transparent grey
cairo_rectangle(cr, 0, 0, 250, HEIGHT);
cairo_set_source_rgba(cr, 0.4, 0.4, 0.4, 0.8);
cairo_fill(cr);
Then the opaque right half becomes completely transparent.
What's going on here? I assume I must be doing something more fundamentally wrong, probably with the whole HDC and UpdateLayeredWindow business.
Update: I tried to create an image surface with CAIRO_FORMAT_ARGB32, used the exact same drawing operations and wrote it to a PNG file. In that case both images look correct and identical.
It seems like the first operation can't have an alpha of exactly 1.0. If I set the first rectangle's alpha to 1.0, the second (black opaque) rectangle vanishes. If I set the first rectangle's alpha to 0.99 instead, the second rectangle is drawn correctly.

How do i Use Fillrect or DrawText on 32bit HBITMAP in C++

i'm sorry for what i did. i edited.
i'd like to use Fillrect on 32bit HBITMAP which is Created with CreateDIBSection
but i can't make rect visible in color that i want to.
(i Drawed a fillrect with CreateSolidBrush blue(RGB(0, 0, 255)) on 32bit HBITMAP(hdcbmp), but it doesn't appear blue.)
here is source code
is there anyway to show rect color that i want to?
sorry for my poor english.
void DrawAlphaBitmap(HWND hWnd, ULONG uWidth, ULONG uHeight)
{
BLENDFUNCTION bf;
HBITMAP hbitmap;
HBITMAP hOldBitmap;
BITMAPINFO bmi;
PVOID pvBits;
HDC hdcwnd = GetDC(hWnd);
HDC hdcbmp = CreateCompatibleDC(hdcwnd);
ZeroMemory(&bmi, sizeof(BITMAPINFO));
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = uWidth;
bmi.bmiHeader.biHeight = uHeight;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 32;
bmi.bmiHeader.biCompression = BI_RGB;
bmi.bmiHeader.biSizeImage = bmi.bmiHeader.biWidth * bmi.bmiHeader.biHeight * 4;
hbitmap = CreateDIBSection(hdcbmp, &bmi, DIB_RGB_COLORS, &pvBits, NULL, 0x0);
hOldBitmap = (HBITMAP)SelectObject(hdcbmp, hbitmap);
bf.BlendOp = AC_SRC_OVER;
bf.BlendFlags = 0;
bf.SourceConstantAlpha = 0xff;
bf.AlphaFormat = AC_SRC_ALPHA;
RECT rc2 = { 100, 100, 200, 200 };
FillRect(hdcbmp, &rc2, CreateSolidBrush(RGB(0, 0, 255)));
AlphaBlend(hdcwnd, 0, 0, uWidth, uHeight, hdcbmp, 0, 0, uWidth, uHeight, bf);
SelectObject(hdcbmp, hOldBitmap);
DeleteObject(hbitmap);
DeleteDC(hdcbmp);
ReleaseDC(hWnd, hdcwnd);
}
From documentation for BLENDFUNCTION:
AlphaFormat:
This flag is set when the bitmap has an Alpha channel (that is, per-pixel alpha).
In this case, alpha channel is not set. CreateDIBSection initializes the alpha values to zero. When AC_SRC_ALPHA is set, AlphaBlend ignores pixels whose alpha value is zero. Modify your code as follows:
//bf.AlphaFormat = AC_SRC_ALPHA; <- remove
bf.AlphaFormat = 0; //replace with 0
Side note, you have resource leak in creation of HBRUSH handle. Change the code to
HBRUSH hbrush = CreateSolidBrush(RGB(0, 0, 255));
RECT rc2 = { 0, 0, w, h };
FillRect(memdc, &rc2, hbrush);
DeleteObject(hbrush);
Ideally, your function prototype should be void DrawAlphaBitmap(HDC hdc, ULONG uWidth, ULONG uHeight); so that HDC can be passed directly, for example from BeginPaint/EndPaint in WM_PAINT message.

How to create Rounded Rectangle Buttons in MFC

I need to create Rounded Rectangle Buttons in MFC. I tried several resources but did not found the correct way of explanation. Even in **Code Project ** I founded circular or elliptical buttons.
Please suggest how we can create Rounded Rectangle Buttons or any other article
My answers are...
1. Use Skin Library.
I usually use Codejock SkinFramework.
That's ver easy. Include XTSkinFrameworkPro.h in your stdafx.h then load skin file before your dialog is invoked.
XTPSkinManager()->LoadSkin(_T("..."));
2-1. Draw by yourself.
Most simple one is here. Read it first.
https://vcpptips.wordpress.com/tag/owner-draw-button-control/
Then use this code for making round button. It would be nicer if you slide the label text 1px to right-bottom when they hit the button.
http://www.codeproject.com/Articles/11683/CRoundButton-A-fancy-graphical-button
2-2. Draw by yourself. (Use bitmap)
The other one is using bitmap button. Make a bitmap image of rounded button then set it to your button.
how to add bitmap image to buttons in MFC?
Exsample:
Save below as a SimpleBitmapButton.h and include it in your project.
#pragma once
#include <afxwin.h>
class CSimpleBitmapButton : public CButton
{
DECLARE_DYNAMIC(CSimpleBitmapButton)
protected:
enum EButtonState
{
NORMAL = 0,
PUSHED = 1
};
public:
CSimpleBitmapButton();
BOOL Open( int resource_id );
virtual void DrawItem(LPDRAWITEMSTRUCT lpDrawItemStruct);
protected:
DECLARE_MESSAGE_MAP()
afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
afx_msg void OnLButtonUp(UINT nFlags, CPoint point);
afx_msg BOOL OnEraseBkgnd(CDC* pDC);
protected:
int Width, Height;
BOOL Pushed;
CBitmap Bitmap;
};
Save below as a SimpleBitmapButton.cpp and include it in your project.
#include "stdafx.h"
#include "SimpleBitmapButton.h"
const int BUTTON_IMAGE_NUM = 2;
IMPLEMENT_DYNAMIC(CSimpleBitmapButton, CButton)
BEGIN_MESSAGE_MAP(CSimpleBitmapButton, CButton)
ON_WM_LBUTTONDOWN()
ON_WM_LBUTTONUP()
ON_WM_CREATE()
END_MESSAGE_MAP()
CSimpleBitmapButton :: CSimpleBitmapButton()
{
Pushed = FALSE;
Width = 0;
Height = 0;
}
void CSimpleBitmapButton::DrawItem(LPDRAWITEMSTRUCT lpDrawItemStruct )
{
CDC memDC;
memDC.CreateCompatibleDC( NULL );
CBitmap *oldBitmap = memDC.SelectObject( &Bitmap );
if( Pushed == FALSE )
BitBlt( lpDrawItemStruct->hDC, 0, 0, Width, Height, memDC, 0, 0, SRCCOPY );
else
BitBlt( lpDrawItemStruct->hDC, 0, 0, Width, Height, memDC, Width , 0, SRCCOPY );
memDC.SelectObject( oldBitmap );
}
BOOL CSimpleBitmapButton :: Open( int resource_id )
{
Pushed = FALSE;
Bitmap.LoadBitmap( resource_id );
//adjust the button size
BITMAP bm;
Bitmap.GetObject(sizeof(BITMAP),&bm);
Width = bm.bmWidth / BUTTON_IMAGE_NUM;
Height = bm.bmHeight;
RECT rect;
GetWindowRect( &rect );
GetParent()->ScreenToClient( &rect );
rect.right = rect.left + Width;
rect.bottom = rect.top + Height;
MoveWindow( &rect );
return TRUE;
}
void CSimpleBitmapButton::OnLButtonDown(UINT nFlags, CPoint point)
{
Pushed = TRUE;
Invalidate( FALSE );
CButton::OnLButtonDown(nFlags, point);
}
void CSimpleBitmapButton::OnLButtonUp(UINT nFlags, CPoint point)
{
Pushed = FALSE;
Invalidate( FALSE );
CButton::OnLButtonUp(nFlags, point);
}
Import this bitmap to resource.
Then set IDB_ROUND_BUTTON for resource ID.
Add button on your dialog and set the "Owner Darw" proerty to True. Important!
Add member variables of the button as m_PlayButton.
At the dialog header, include SimpleBitmapButton.h and change the class of m_PlayButton from CButton to CSimpleBitmapButton.
CSimpleBitmapButton m_Button; // it was CButton m_Button;
At the last, set the bitmap on OnInitDialog()
m_PlayButton.Open( IDB_ROUND_BUTTON );

How to clone an icon

In Windows, given a handle to an icon (HICON), how do you clone it?
e.g.
HICON CloneIcon(HICON OriginalIcon)
{
ICON clone;
//...
return clone;
}
Use the Win32 API function DuplicateIcon:
HICON CloneIcon(HICON OriginalIcon)
{
return DuplicateIcon(NULL, OriginalIcon); //first parameter is unused
}
Here's the Delphi code to clone an icon.
function CloneIcon(ico: HICON): HICON;
var
info: ICONINFO;
bm: BITMAP;
cx, cy: Integer;
begin
//Get the icon's info (e.g. its bitmap)
GetIconInfo(ico, {var}info);
//Get the bitmap info associated with the icon's color bitmap
GetObject(info.hbmColor, sizeof(bm), #bm);
//Copy the actual icon, now that we know its width and height
Result := CopyImage(ico, IMAGE_ICON, bm.bmWidth, bm.bmHeight, 0);
DeleteObject(info.hbmColor);
DeleteObject(info.hbmMask);
end;
And transcoding to a C/C#-style language in my head:
HICON CloneIcon(HICON ico)
{
ICONINFO info;
//Get the icon's info (e.g. its bitmap)
GetIconInfo(ico, ref info);
//Get the bitmap info associated with the icon's color bitmap
BITMAP bm;
GetObject(info.hbmColor, sizeof(bm), &bm));
//Copy the actual icon, now that we know its width and height
HICON result = CopyImage(ico, IMAGE_ICON, bm.bmWidth, bm.bmHeight, 0);
DeleteObject(info.hbmColor);
DeleteObject(info.hbmMask);
return result;
}
Note: Any code released into public domain. No attribution required.

BS_OWNERDRAW and GDI+

I'm trying to create a launcher window with 5 "invisible" buttons that have a smaller partially transparent image centered inside them. The image inside changes depending on whether the user is hovering over the button. In this example the images are resources IDB_Website1 and IDB_Website2.
The images are in .png format. I'm using GDI+ and loading PNG files from resources with http://www.codeproject.com/Articles/3537/Loading-JPG-PNG-resources-using-GDI.
I've used BS_OWNERDRAW to handle the graphics of the button. The problem is that I don't know how to link the "PNG from resources" code to the parent's WM_DRAWITEM. With the current way I've done the code, I lose the transparency of the .png by going through HBITMAP.
Global variable:
HBITMAP globalpic;
Main wndproc:
case WM_CREATE:
{
HWND hwndButton = CreateWindow(TEXT("button"), NULL,
WS_CHILD | WS_VISIBLE | BS_OWNERDRAW,
190, 230, 260, 50, // <- the larger rect size
hWnd, (HMENU) HT_BUTTON1, hInst, NULL);
HTButton = (WNDPROC) SetWindowLong(hwndButton, GWL_WNDPROC, (LONG) ButtonProc);
}
case WM_DRAWITEM:
{
DRAWITEMSTRUCT* lpDrawItem = (DRAWITEMSTRUCT*)lParam;
HBITMAP hBmp;
HDC hdc = CreateCompatibleDC(NULL);
if (hovering) // <- mousehover detection, not included
{
gdi.CreateBM(IDB_Website2, _T("PNG"), hInst, hdc, 62, 100, 200, 40);
} else {
gdi.CreateBM(IDB_Website1, _T("PNG"), hInst, hdc, 62, 100, 200, 40);
}
hBmp = globalpic; // get the global var gdi.CreateBM created
DeleteDC(hdc);
BITMAP bm;
GetObject(hBmp, sizeof(bm), &bm);
HDC hMemDC = CreateCompatibleDC(NULL);
HBITMAP hOldBmp = (HBITMAP)SelectObject(hMemDC, hBmp);
StretchBlt (lpDrawItem->hDC,
lpDrawItem->rcItem.left + 30,
lpDrawItem->rcItem.top + 5,
200, <- the width of image
40, <- the height of image
hMemDC,
0, 0,
bm.bmWidth,
bm.bmHeight,
SRCCOPY);
SelectObject(hMemDC, hOldBmp);
DeleteDC(hMemDC);
DeleteObject(hBmp);
break;
}
class GDI's method CreateBM.
Currently, since I don't know of a better way, it sends the HBITMAP to the global variable globalpic. The problem is that by doing this, I lose transparency.
void CreateBM(UINT menuid, LPCTSTR pType, HMODULE hInst, HDC hdc, int x, int y, int w, int h)
{
CGdiPlusBitmapResource m_pBitmap;
m_pBitmap.Load(menuid, pType, hInst);
m_pBitmap.m_pBitmap->GetHBITMAP(RGB(255, 255, 0), &globalpic);
//m_pBitmap.m_pBitmap->GetHBITMAP(GetBkColor(hdc), &globalpic); // <- no-go either
}
Any way I could do this more directly? I feel that going through the HBITMAP route is completely unnecessary but I couldn't for the life of me figure out how I should do it.
Then again, if using the HBITMAP way is fine, any pointers on how I could make the color (I guess (RGB(255, 255, 0) ...?) transparent with the current implementation?
Answering to Hans:
I also have a GDI method like this, but it's unused at the moment because I couldn't get the image removed after drawing it (as is needed when hovering changes the image):
void Create(UINT menuid, LPCTSTR pType, HMODULE hInst, HDC hdc, int x, int y, int w, int h)
{
Graphics grpx(hdc);
ht_img = new CGdiPlusBitmapResource();
ht_img -> Load(menuid, pType, hInst);
grpx.DrawImage(*ht_img, x, y, w, h);
delete ht_img;
}

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