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;
}
Related
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.
By default a rich edit control has a "3d" border. I draw a thin border around a rich edit control this way:
if (message == WM_NCPAINT)
{
RECT rc;
HDC hdc;
HPEN pen;
HBRUSH brush;
HGDIOBJ oldP, oldB;
POINT tl, br;
::GetWindowRect(hWnd, &rc);
hdc = ::GetDC(hWnd);
tl.x = rc.left;
tl.y = rc.top;
br.x = rc.right;
br.y = rc.bottom;
::ScreenToClient(hWnd, &tl);
::ScreenToClient(hWnd, &br);
pen = ::CreatePen(PS_SOLID, 1, RGB(255, 0, 0));
brush = (HBRUSH) ::GetStockObject(HOLLOW_BRUSH);
oldP = ::SelectObject(hdc, pen);
oldB = ::SelectObject(hdc, brush);
::Rectangle(hdc, tl.x, tl.y, br.x, br.y);
::SelectObject(hdc, oldP);
::SelectObject(hdc, oldB);
::DeleteObject(pen);
::ReleaseDC(hWnd, hdc);
return 0;
}
The border looks fine but the area under the old border is not redrawn. It looks like I have to redraw to whole content of the rich edit control. After that a text shouldn't be a litte bit cut from the bottom. Here you can see what I mean (the second rich edit control has custom border). How to achieve it ?
GetDC returns DC for client area. In this case you need GetWindowDC for the whole richedit window.
Either way, overriding border color in edit and rich-edit can be difficult, because you also have to handle scrollbar painting in WM_NCPAINT
Assuming you don't need vertical and/or horizontal scrollbar, use GetWindowDC as follows:
LRESULT CALLBACK RichEditProc(HWND hwnd, UINT msg, WPARAM wp, LPARAM lp,
UINT_PTR, DWORD_PTR)
{
static int border_thickness = 1;
switch(msg)
{
case WM_NCPAINT:
{
HDC hdc = GetWindowDC(hwnd);
RECT rc;
GetClientRect(hwnd, &rc);
rc.right += 2 * border_thickness + 1;
rc.bottom += 2 * border_thickness + 1;
HBRUSH hbrush = (HBRUSH)GetStockObject(NULL_BRUSH);
HPEN hpen = CreatePen(PS_SOLID, 2 * border_thickness, RGB(255, 0, 0));
HBRUSH oldbrush = (HBRUSH)SelectObject(hdc, hbrush);
HPEN oldpen = (HPEN)SelectObject(hdc, hpen);
Rectangle(hdc, rc.left, rc.top, rc.right, rc.bottom);
SelectObject(hdc, oldpen);
SelectObject(hdc, oldbrush);
DeleteObject(hpen);
DeleteObject(hbrush);
ReleaseDC(hwnd, hdc);
return 0;
}
case WM_NCCALCSIZE:
if(lp)
{
NCCALCSIZE_PARAMS* sz = (NCCALCSIZE_PARAMS*)lp;
InflateRect(&sz->rgrc[0], -border_thickness, -border_thickness);
return 0;
}
break;
case WM_NCDESTROY:
RemoveWindowSubclass(hwnd, RichEditProc, 0);
break;
}
return DefSubclassProc(hwnd, msg, wp, lp);
}
By default, WM_NCCALCSIZE is not called in subclass procedure, you have to call SetWindowPos with SWP_FRAMECHANGED
HWND hrichedit = CreateWindowEx(...);
SetWindowSubclass(hrichedit, RichEditProc, 0, 0);
SetWindowPos(hrichedit, NULL, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_FRAMECHANGED);
If you do need horizontal/vertical scrollbar, you might consider using a borderless richedit, then paint around the rich control in parent window's WM_PAINT procedure.
I'm trying to load a bitmap to a window I created. The bitmap should be the background of the window (I want to add labels on it an a progress bar later on).
This is my code:
HINSTANCE hInst;
LRESULT CALLBACK WindProcedure(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam);
INT WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX WndCls;
static WCHAR szAppName[] = L"BitmapIntro";
MSG Msg;
hInst = hInstance;
WndCls.cbSize = sizeof(WndCls);
WndCls.style = CS_OWNDC | CS_VREDRAW | CS_HREDRAW;
WndCls.lpfnWndProc = WindProcedure;
WndCls.cbClsExtra = 0;
WndCls.cbWndExtra = 0;
WndCls.hInstance = hInst;
WndCls.hIcon = LoadIcon(NULL, IDI_APPLICATION);
WndCls.hCursor = LoadCursor(NULL, IDC_ARROW);
WndCls.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
WndCls.lpszMenuName = NULL;
WndCls.lpszClassName = szAppName;
WndCls.hIconSm = LoadIcon(hInstance, IDI_APPLICATION);
RegisterClassEx(&WndCls);
CreateWindowEx(WS_EX_OVERLAPPEDWINDOW,
szAppName,
L"Bitmaps Fundamentals",
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
CW_USEDEFAULT,
CW_USEDEFAULT,
CW_USEDEFAULT,
CW_USEDEFAULT,
NULL,
NULL,
hInstance,
NULL);
while (GetMessage(&Msg, NULL, 0, 0))
{
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
return static_cast<int>(Msg.wParam);
}
LRESULT CALLBACK WindProcedure(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam)
{
HDC hDC, MemDCExercising;
PAINTSTRUCT Ps;
HBITMAP bmpExercising;
switch (Msg)
{
case WM_DESTROY:
PostQuitMessage(WM_QUIT);
break;
case WM_PAINT:
hDC = BeginPaint(hWnd, &Ps);
// Load the bitmap from the resource
bmpExercising = LoadBitmap(hInst, MAKEINTRESOURCE(IDB_BITMAP3));
// Create a memory device compatible with the above DC variable
MemDCExercising = CreateCompatibleDC(hDC);
// Select the new bitmap
SelectObject(MemDCExercising, bmpExercising);
// Copy the bits from the memory DC into the current dc
BitBlt(hDC, 10, 10, 450, 400, MemDCExercising, 0, 0, SRCCOPY);
// Restore the old bitmap
DeleteDC(MemDCExercising);
DeleteObject(bmpExercising);
EndPaint(hWnd, &Ps);
break;
default:
return DefWindowProc(hWnd, Msg, wParam, lParam);
}
return 0;
}
The problem is, the PNG size is small compared to the window, so when the PNG opens, it only occupies the left high corner. How can I make it stretch to my window size or at least draw it over and over until it fills the window?
How can I make it stretch to my window size
Use StretchBlt() instead of BitBlt().
case WM_PAINT:
{
// Get the window dimensions
RECT r;
GetClientRect(hWnd, &r);
// Load the bitmap from the resource
HBITMAP bmpExercising = LoadBitmap(hInst, MAKEINTRESOURCE(IDB_BITMAP3));
// Get the bitmap dimensions
BITMAP bmp;
GetObject(bmpExercising, sizeof(BITMAP), &bmp);
PAINTSTRUCT Ps;
HDC hDC = BeginPaint(hWnd, &Ps);
// Create a memory device compatible with the above DC variable
HDC MemDCExercising = CreateCompatibleDC(hDC);
// Select the new bitmap
HBITMAP hOldBmp = SelectObject(MemDCExercising, bmpExercising);
// Copy the bits from the memory DC into the current dc
StretchBlt(hDC, 0, 0, r.right - r.left, r.bottom - r.top, MemDCExercising, 0, 0, bmp.bmWidth, bmp.bmHeight, SRCCOPY);
// Restore the old bitmap
SelectObject(MemDCExercising, hOldBmp);
// Destroy the memory device
DeleteDC(MemDCExercising);
// Destroy the bitmap
DeleteObject(bmpExercising);
EndPaint(hWnd, &Ps);
break;
}
or at least draw it over and over until it fills the window?
There are two different ways to handle that.
at startup, load the bitmap and create an HBRUSH around it using CreatePatternBrush(), and then assign that to the WNDCLASS::hbrBackground field when you register your window class. Let the OS draw the window background using the bitmap for you.
HBITMAP bmpExercising = LoadBitmap(hInst, MAKEINTRESOURCE(IDB_BITMAP3));
WndCls.hbrBackground = CreatePatternBrush(bmpExercising);
if you want to paint the bitmap manually, have your paint handler call BitBlt() in a couple of loops. You know the dimensions of the bitmap (which you can retrieve in code using GetObject() and the BITMAP structure), and you know the dimensions of the window (which you can retrieve in code using GetWindowRect() or GetClientRect()). So simply draw the same bitmap more than one time at different offsets as needed. Start by drawing it once in the top-left corner, then move right bitmap-width pixels and draw it again, repeating until you move past window-width pixels. Then move left back to 0 and move down bitmap-height pixels and repeat the whole width-line again, repeating until you move past window-height pixels.
case WM_PAINT:
{
// Get the window dimensions
RECT r;
GetClientRect(hWnd, &r);
// Load the bitmap from the resource
HBITMAP bmpExercising = LoadBitmap(hInst, MAKEINTRESOURCE(IDB_BITMAP3));
// Get the bitmap dimensions
BITMAP bmp;
GetObject(bmpExercising, sizeof(BITMAP), &bmp);
PAINTSTRUCT Ps;
HDC hDC = BeginPaint(hWnd, &Ps);
// Create a memory device compatible with the above DC variable
HDC MemDCExercising = CreateCompatibleDC(hDC);
// Select the new bitmap
HBITMAP hOldBmp = SelectObject(MemDCExercising, bmpExercising);
int width = r.right - r.left;
int height = r.bottom - r.top;
// Copy the bits from the memory DC into the current dc
for(int y = 0; y < height; y += bmp.bmHeight)
{
for(int x = 0; x < width; x += bmp.bmWidth)
{
BitBlt(hDC, x, y, bmp.bmWidth, bmp.bmHeight, MemDCExercising, 0, 0, SRCCOPY);
}
}
// Restore the old bitmap
SelectObject(MemDCExercising, hOldBmp);
// Destroy the memory device
DeleteDC(MemDCExercising);
// Destroy the bitmap
DeleteObject(bmpExercising);
EndPaint(hWnd, &Ps);
break;
}
Now, with that said, here are some additional notes:
you should not be loading the bitmap inside of your paint handler. Load it one time before creating the window, and then reuse the same HBITMAP for each paint operation until the window is destroyed, then free the bitmap.
LoadBitmap() is deprecated, you should be using LoadImage() instead, eg:
HBITMAP bmpExercising = (HBITMAP) LoadImage(hInst, MAKEINTRESOURCE(IDB_BITMAP3), IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION);
you said "The bitmap should be the background of the window", so you should be drawing the bitmap in response to the WM_ERASEBKGND message instead of the WM_PAINT message.
case WM_ERASEBKGND:
{
HDC hDC = (HDC) wParam;
// draw the bitmap on hDC as needed...
return 1;
}
I attampted to draw a irregular window with the UpdateLayeredWindow(), in msvc2008, xp sp3.
Here is part of my code:
//Add something(CreateWindowEx()):
hwndCyauWnd = CreateWindowEx(
/*WS_EX_TOOLWINDOW |*/ WS_EX_LEFT | WS_EX_LTRREADING | WS_EX_LAYERED,
lpwsCyauClassName,
lpwsCyauWndName,
WS_CLIPSIBLINGS | WS_POPUP,
GetSystemMetrics(SM_CXSCREEN)-320,
GetSystemMetrics(SM_CYSCREEN)-232,
320, 200,
NULL,
NULL,
hInstance,
NULL);
//Skip Lines
HDC hdcCyauWnd = GetDC(hwndCyauWnd);
HDC hdcBuffer = CreateCompatibleDC(hdcCyauWnd);
//HBITMAP hbmCyau = CreateCompatibleBitmap(hdcBuffer,120, 93);
//SelectObject(hdcBuffer, hbmCyau);
POINT ptZero = {0, 0};
POINT ptDrawPos = {0, 0};
RECT rctCyauWnd;
GetWindowRect(hwndCyauWnd, &rctCyauWnd);
SIZE szCyauWnd={rctCyauWnd.right - rctCyauWnd.left, rctCyauWnd.bottom - rctCyauWnd.top};
BLENDFUNCTION blendPixelFunction = { AC_SRC_OVER, 0, 100, AC_SRC_ALPHA};
Graphics gphCyauWnd(hdcBuffer);
Image imgCyau(L"surface0000.png");
gphCyauWnd.DrawImage(&imgCyau, 0, 0, 125, 93);
UpdateLayeredWindow(hwndCyauWnd,
hdcCyauWnd, &ptZero,
&szCyauWnd,
hdcBuffer, &ptZero,
0, //RGB(255, 255, 255),
&blendPixelFunction,
ULW_ALPHA);
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return msg.wParam;
I have tried several method to use this function, but all failed, NOTHING APPEAR on the screen.
Could anybody tell me what happens and how to slove it?
Add:
Whole source file have been upload to my skydrive, anyone can edit, much appreciation! (I have become a poor underdog now...)
You mixed up GDI and GDI+, which is not a good idea. Here is a working example:
hWnd = CreateWindowEx(WS_EX_LAYERED, szWindowClass, szTitle, 0,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
// Load PNG
CImage img;
img.Load("BACKGR.png");
// Get image sizes
int nWidth = img.GetWidth();
int nHeight = img.GetHeight();
// Create memory DC
HDC hdcScreen = GetDC(NULL);
HDC hDC = CreateCompatibleDC(hdcScreen);
// Create memory bitmap
HBITMAP hBmp = CreateCompatibleBitmap(hdcScreen, nWidth, nHeight);
HBITMAP hBmpOld = (HBITMAP)SelectObject(hDC, hBmp);
// Draw image to memory bitmap (currently selected in memory DC)
img.Draw(hDC, 0, 0, nWidth, nHeight, 0, 0, nWidth, nHeight);
// Call UpdateLayeredWindow
BLENDFUNCTION blend = {0};
blend.BlendOp = AC_SRC_OVER;
blend.SourceConstantAlpha = 128;// half transparent
blend.AlphaFormat = AC_SRC_ALPHA;
POINT ptLocation = {0, 0};
SIZE szWnd = {nWidth, nHeight};
POINT ptSrc = {0, 0};
UpdateLayeredWindow(hWnd, hdcScreen, &ptLocation, &szWnd, hDC, &ptSrc, 0, &blend, ULW_ALPHA);
ShowWindow(hWnd, SW_SHOW);
SelectObject(hDC, hBmpOld);
DeleteObject(hBmp);
DeleteDC(hDC);
ReleaseDC(NULL, hdcScreen);
If you want GDI+ to draw to an image with an alpha channel, you have to draw to a Bitmap, not an HDC, and you have to specify that the Bitmap's format has alpha. To do that with an HBITMAP, you have to also point GDI+ to the bitmap bits.
Something like this:
BITMAPINFOHEADER bih;
HBITMAP hbmp;
HDC hdc;
void *bits;
bih.biSize = sizeof(bih);
bih.biWidth = width;
bih.biHeight = -height;
bih.biPlanes = 1;
bih.biBitCount = 32;
bih.biCompression = BI_RGB;
bih.biSizeImage = 0;
bih.biXPelsPerMeter = 0;
bih.biYPelsPerMeter = 0;
bih.biClrUsed = 0;
bih.biClrImportant = 0;
hdc = CreateCompatibleDC(NULL);
hbmp = CreateDIBSection(hdc, (BITMAPINFO*)&bih, DIB_RGB_COLORS, &bits, NULL, 0);
Bitmap bitmap(width, height, 0, PixelFormat32bppPARGB, bits);
Graphics graphics(bitmap);
graphics->DrawWhatever(...);
graphics->Flush();
SelectObject(hdc, hbitmap);
UpdateLayeredWindow(hwnd, hdc, ...
I am trying to draw a bitmap with an alpha channel (via AlphaBlend) as the face of an owner-drawn button. The problem is that I'm not sure how to draw the background of the button. The button's bitmap is circular, and the button is on top of a static control that draws a rectangular bitmap (via SS_BITMAP). It looks fine the first time it is drawn, but subsequent drawings end up alphablending the bitmap with its remains in the DC so the edges (where the alpha pixels lie) get ugly. I tried copying the dialog background to the DC I get in WM_DRAWITEM, but that only gets me the dialog background; it does not get me the part of the static control that is under the button. How do I do this?
My bitmaps are similar to this, except the dialog has a custom background (bitmap drawn during WM_ERASEBKGND) and the rectangle extends further out horizontally.
I found a better solution. It's basically the same structure as my previous solution, only instead of copying what's already on the device context to a bitmap I send all the relevant controls WM_ERASEBKGND and WM_PRINTCLIENT messages. I based it off of the code in this KB article.
Well, I found one method that works for my needs; I don't know if it's the ideal solution, but if nobody can come up with anything better then I'll accept my own answer in a few days.
So here's the trick I'm using (transposed from use of ATL's CImage to raw Win32 APIs, so there could be some mistakes):
LRESULT CALLBACK MyButtonProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch(uMsg)
{
case WM_ERASEBKGND:
if(!m_BackgroundBitmap)
{
// first time the button's background is being erased
// all the controls below it in the z-order have already
// been drawn at this point, so take a snapshot of the
// contents of the device context to use in the future
RECT rc;
GetWindowRect(hWnd, &rc);
int cx = rc.right - rc.left;
int cy = rc.bottom - rc.top;
HDC hDC = (HDC)wParam;
HDC hDCMem = CreateCompatibleDC(hDC);
m_BackgroundBitmap = CreateCompatibleBitmap(hDC, cx, cy);
HBITMAP hBmpOld = (HBITMAP)SelectObject(hDCMem, m_BackgroundBitmap);
BitBlt(hDCMem, 0, 0, cx, cy, hDC, 0, 0, SRCCOPY);
SelectObject(hDCMem, hBmpOld);
hBmpOld = NULL;
DeleteDC(hDCMem);
hDCMem = NULL;
}
break;
}
return CallWindowProc(m_PrevProc, hWnd, uMsg, wParam, lParam);
}
INT_PTR CALLBACK MyDialogProc(HWND hDlg, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch(uMsg)
{
case WM_INITDIALOG:
// load resources, subclass buttons, etc.
return TRUE;
case WM_DRAWITEM:
// figure out if display needs to be updated, which face to draw, etc.
HDC hDC = lpDrawItemStruct->hDC;
HDC hDCMem = CreateCompatibleDC(hDC);
// first copy the background from the snapshot taken earlier
HBITMAP hBmpOld = (HBITMAP)SelectObject(hDCMem, m_BackgroundBitmap);
BitBlt(hDC, x, y, w, h, hDCMem, 0, 0, SRCCOPY);
// then alphablend the button face on top of that
SelectObject(hDCMem, m_AlphaButtonBitmap);
AlphaBlend(hDC, x, y, w, h, hDCMem, 0, 0, w, h, bf);
SelectObject(hDCMem, hBmpOld);
hBmpOld = NULL;
DeleteDC(hDCMem);
hDCMem = NULL;
return TRUE;
}
return FALSE;
}