使用GDI +的Windows启动画面

时间:2011-03-07 16:09:17

标签: winapi gdi+ gdi splash-screen

最终的目标是在窗户中使用透明屏幕,但这不是我现在所困扰的。

为了创建透明窗口,我首先尝试使用GDI +将闪屏和文本合成在屏幕外缓冲区上。

目前,我只是尝试合成缓冲区并显示它以响应“WM_PAINT”消息。目前还没有结果;我看到的只是一扇黑色的窗户。

我想我已经误解了在GDI +中设置渲染目标然后渲染它们(我正试图使用​​直接GDI blit渲染屏幕)

无论如何,这是迄今为止的代码:

//my window initialisation code
void MyWindow::create_hwnd(HINSTANCE instance, const SIZE &dim)
{                       
    DWORD ex_style = WS_EX_LAYERED ; //eventually I'll be making use of this layerd flag 
    m_hwnd = CreateWindowEx(
            ex_style,
            szFloatingWindowClass , 
            L"", 
            WS_POPUP  ,
            0, 
            0,       
            dim.cx, 
            dim.cy,
            null, 
            null, 
            instance, 
            null);      


      m_display_dc = GetDC(NULL);
      //This was sanity check test code - just loading a standard HBITMAP and displaying it in WM_PAINT. It worked fine
      //HANDLE handle= LoadImage(NULL , L"c:\\test_image2.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);       
      m_gdip_offscreen_bm = new Gdiplus::Bitmap(dim.cx, dim.cy);

      m_gdi_dc = Gdiplus::Graphics::FromImage(m_gdip_offscreen_bm);//new Gdiplus::Graphics(m_splash_dc );//window_dc ;m_splash_dc       

        //this draws the conents of my splash screen - this works if I create a GDI+ context for the window, rather than for an offscreen bitmap. 
        //For all I know, it might actually be working but when I try to display the contents on screen, it shows a black image
      draw_all();
        //this is just to show that drawing something simple on the offscreen bit map seems to have no effect
      Gdiplus::Pen pen(Gdiplus::Color(255, 0, 0, 255));
      m_gdi_dc->DrawLine(&pen, 0,0,100,100);

      DWORD last_error = GetLastError(); //returns '0' at this stage                
}

这是处理WM_PAINT消息的片段:

---8<-----------------------
//Paint message snippit

    case WM_PAINT:
    {
        BITMAP bm;
        PAINTSTRUCT ps;

        HDC hdc = BeginPaint(vg->m_hwnd, &ps); //get the HWNDs DC

        HDC hdcMem = vg->m_gdi_dc->GetHDC();   //get the HDC from our offscreen GDI+ object

        unsigned int width = vg->m_gdip_offscreen_bm->GetWidth();  //width and height seem fine at this point
        unsigned int height = vg->m_gdip_offscreen_bm->GetHeight();
        BitBlt(hdc, 0, 0, width, height, hdcMem, 0, 0, SRCCOPY);   //this blits a black rectangle

        DWORD last_error = GetLastError();              //this was '0'

        vg->m_gdi_dc->ReleaseHDC(hdcMem);  

        EndPaint(vg->m_hwnd, &ps);  //end paint

        return 1;
    }

    ---8<-----------------------

我为长篇大论道歉。有没有人知道我对你如何使用GDI +(或GDI)写一个屏幕外缓冲区然后在屏幕上显示这个问题并不太了解?

感谢您的阅读。

2 个答案:

答案 0 :(得分:2)

解决了它,虽然我确定这不是最佳的。 首先,正如Chris Becke建议的那样,您不应该响应WM_PAINT消息,而只应使用'UpdateLayeredWindow'进行更新。我遇到的一个问题是给UpdateLayeredWindow一些不好的坐标,特别是我交换了源和目标(doh!)

这是从GDI +表面调用UpdateLayeredWindow的代码。它不是最佳的,但它有效。

void TOPLEVEL_FLOATING_WINDOW::update_layered_window()
{
    BLENDFUNCTION blend_func = { 0 };     //build the blend function object... I guess microsoft doesn't/didn't like constructors
    blend_func.AlphaFormat = AC_SRC_OVER;
    blend_func.BlendFlags = 0;
    blend_func.SourceConstantAlpha = 255;
    blend_func.AlphaFormat = AC_SRC_ALPHA;

    POINT_2i  pt = m_screen_pos;
    VECTOR_2i dim = m_bounds.dimensions();

    POINT_2i  pt_src (0,0) ;            

    Gdiplus::Color bg(0,0,0,0);
    m_gdip_offscreen_bm->GetHBITMAP(bg, &m_offscreen_bm);   //get the Hbitmap from my GDI+ bitmap - I think this is allocating a whole new bitmap off the heap. Yuck, very inefficient!
    HDC  splash_dc = CreateCompatibleDC(m_display_dc);      //create a temporary HDC        
    HGDIOBJ oldobj = SelectObject(splash_dc , m_offscreen_bm);  //'select' the bitmap.      
    UpdateLayeredWindow(m_hwnd,m_display_dc, (POINT*)&pt, (SIZE*)&dim, splash_dc , (POINT*)&pt_src, 0 ,&blend_func,ULW_ALPHA); //this call works and updates our splash screens hidden buffer       
    SelectObject(splash_dc, oldobj);    //some tidy up code
    DeleteObject(m_offscreen_bm);       //free the bitmap. Memory fragmentation HO!
    DeleteDC(splash_dc); //Delete the DC        
}

这就是我认为应该起作用但不起作用的东西。我会向任何能告诉我原因的人发一些意见!我想这是因为HDC并非天生相同,而且UpdateLayeredWindow函数只能以某种方式接受某个源创建的HDC。如果这个规则更加明显,那就太好了。

void TOPLEVEL_FLOATING_WINDOW::update_layered_window_in_an_ideal_world()
    {
        m_refresh_needed = false;
        BLENDFUNCTION blend_func = { 0 };
        blend_func.AlphaFormat = AC_SRC_OVER;
        blend_func.BlendFlags = 0;
        blend_func.SourceConstantAlpha = 255;
        blend_func.AlphaFormat = AC_SRC_ALPHA;

        POINT_2i  pt = m_screen_pos;
        VECTOR_2i dim = m_bounds.dimensions();

        POINT_2i  pt_src (0,0) ;            

        HDC gdi_HDC = m_screen_gdi_dc->GetHDC();    //I have a GDI+ 'Graphics' object whose back buffer is the image I want to composite on to the desktop      
        UpdateLayeredWindow(m_hwnd,m_display_dc, (POINT*)&pt, (SIZE*)&dim, gdi_HDC , (POINT*)&pt_src, 0 ,&blend_func,ULW_ALPHA);
        m_screen_gdi_dc->ReleaseHDC(gdi_HDC);   //be nice and release the gdi_HDC
    }

唯一的另一种选择是忽略GDI +并使用我自己的光栅库渲染所有内容,非常乐意渲染到任何屏幕外缓冲区。但是,这个项目有点过分。

答案 1 :(得分:2)

这是一种将GDI +位图转换为分层窗口的方法。这允许多个位图叠加,定位和重新调整大小。

void SetSplashImage()
{
  // Default to upper left of screen
  POINT ptOrigin = { 0, 0 };
  SIZE sizeSplash = { 128, 128 };

  // Get the actual screen location
  GetPointOfOrigin(ptOrigin, sizeSplash);

  // Our in memory database of GDI+ Bitmaps
  data::image::BoxOfBits *box = 
    dynamic_cast<data::image::BoxOfBits *>(&Images.get_package("skin_layout_008"));

  // Create a display context as a canvas to draw the images
  HDC hdcScreen = GetDC(NULL);
  HDC hdcMem = CreateCompatibleDC(hdcScreen);
  HBITMAP bmMem = CreateCompatibleBitmap(hdcScreen, sizeSplash.cx, sizeSplash.cy);

  // Prep canvas for rendering graphic
  HBITMAP hbmpOld = (HBITMAP)SelectObject(hdcMem, bmMem);
  Gdiplus::Graphics graphics(hdcMem);

  // Base image is a pic of a folder
  Gdiplus::RectF canvasDest(0,0,128,128);
  graphics.DrawImage(box->grab("black_folder").pBitmap_, 
    canvasDest,  0,0,128,128,  Gdiplus::UnitPixel);

  // Overlay a pic of some tools in center of folder 
  Gdiplus::RectF canvasDest2(30,50,64,64); // resize half actual size
  graphics.DrawImage(box->grab("work_tools").pBitmap_,
    canvasDest2,  0,0,128,128,  Gdiplus::UnitPixel);

  // Overlay a pic of a cog in upper left corner of folder
  Gdiplus::RectF canvasDest1(16,16,32,32); // resize half actual size
  graphics.DrawImage(box->grab("cog_edit").pBitmap_,
    canvasDest1,  0,0,32,32,  Gdiplus::UnitPixel);

  // Prepare to alpha blend the canvas with the screen
  BLENDFUNCTION blend = { 0 };
  blend.BlendOp = AC_SRC_OVER;
  blend.SourceConstantAlpha = 255;
  blend.AlphaFormat = AC_SRC_ALPHA;

  // Composite the canvas with the screen into the layered window
  POINT ptZero = { 0 };
  UpdateLayeredWindow(hwnd_, hdcScreen, &ptOrigin, &sizeSplash,
      hdcMem, &ptZero, RGB(0, 0, 0), &blend, ULW_ALPHA);

  // Delete temporary objects used for canvas
  SelectObject(hdcMem, hbmpOld);
  DeleteObject(bmMem);
  DeleteDC(hdcMem);
  ReleaseDC(NULL, hdcScreen);

  // Update mouse hit-test coordinates
  GetWindowRect(hwnd_, &rcMousedown_);
}

由三个位图组成的分层窗口在屏幕上显示如下:    - 猜我没有足够的声望发布图片:(

以下是链接 - http://i.stack.imgur.com/HmU7H.png