我希望在桌面上创建一个透明窗口。
为此,我创建了具有桌面背景的HDC(创建了桌面的HBITMAP并将其应用于我的HDC),并调用了UpdateLayeredWindow。

到现在为止还挺好。
对于性能问题,我需要保留一个持久的GDI +对象,这意味着我的HDC和HBITMAP需要在绘画之间保持相同的句柄(假设桌面DC不变),与this question相同。

在第一次绘画迭代中,一切顺利。在第二次绘画迭代中,由于HDC和HBITMAP不变,因此我在现有的HDC上重新绘画,这意味着我得到了双重图像(背景不会被擦除)。

这是我正在做的代码示例:

bool SomeUI::Draw()
{
    BLENDFUNCTION blend = {0};
    POINT ptPos = {0};
    SIZE sizeWnd = {0};
    POINT ptSrc = {0};
    BOOL bUpdate = FALSE;

    // Get the client rect
    RECT rctWindow;
    bool bGot = GetWindowRect(rctWindow);
    if (!bGot)
        return false;

    // Get the desktop's device context
    HDC hDCDesktop = GetDC(NULL);
    if (!hDCDesktop)
        return false;

    int nWidth = abs(rctWindow.right - rctWindow.left);
    int nHeight = abs(rctWindow.bottom - rctWindow.top);

    // Create 32Bit bitmap to apply PNG transparency
    VOID *ppvBits = NULL;
    BITMAPINFO BitmapInfo = {0};
    BitmapInfo.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
    BitmapInfo.bmiHeader.biWidth = nWidth;
    BitmapInfo.bmiHeader.biHeight = nHeight;
    BitmapInfo.bmiHeader.biPlanes = 1;
    BitmapInfo.bmiHeader.biBitCount = 32;
    BitmapInfo.bmiHeader.biCompression = BI_RGB;

    HBITMAP hBmp = CreateDIBSection(hDCDesktop, &BitmapInfo, DIB_RGB_COLORS, &ppvBits, NULL, 0);
    if (!hBmp || hBmp==(HBITMAP)ERROR_INVALID_PARAMETER)
        goto releaseHandles;

    // Create a compatible DC and select the newly created bitmap
    if (!m_hDC)
    {
        m_hDC = CreateCompatibleDC(hDCDesktop);
        if (!m_hDC)
            goto releaseHandles;

        SelectObject(m_hDC, hBmp);
    }
    else
    {
        ///////////////////////////////////////////////////////////////////////
        //
        // The problem lies here, this is where I need to reset the HBITMAP
        // according to the desktop here (to have a transparent DC to work on)
        //
        ///////////////////////////////////////////////////////////////////////
    }

    // The drawing logic
    bool bInnerDraw = Draw(m_hDC);
    if (!bInnerDraw)
        goto releaseHandles;

    // Call UpdateLayeredWindow
    blend.BlendOp = AC_SRC_OVER;
    blend.SourceConstantAlpha = 255;
    blend.AlphaFormat = AC_SRC_ALPHA;
    sizeWnd.cx = nWidth;
    sizeWnd.cy = nHeight;
    ptPos.x = rctWindow.left;
    ptPos.y = rctWindow.top;
    bUpdate = UpdateLayeredWindow(m_hWnd, hDCDesktop, &ptPos, &sizeWnd, m_hDC, &ptSrc, 0, &blend, ULW_ALPHA);
    if (!bUpdate)
        goto releaseHandles;

releaseHandles:
    // releasing handles
}

有任何想法吗?

最佳答案

找到答案:

为了重置持久性HBITMAP(提醒:它需要保持相同的句柄),我们将将该区域的桌面背景设置为临时HBITMAP,并将其复制到持久性HBITMAP。
为了实现这一目标(从一个HBITMAP复制到另一个HBITMAP),我们将创建一个临时HDC并选择一个临时HBITMAP,然后将临时HDC复制到持久性HDC(使用BitBlt)

这是代码:

        hBmpTemp = CreateDIBSection(hDCDesktop, &BitmapInfo, DIB_RGB_COLORS, &ppvBits, NULL, 0);
        if (!hBmpTemp || hBmpTemp==(HBITMAP)ERROR_INVALID_PARAMETER)
            goto releaseHandles;

        HDC hTempDC = CreateCompatibleDC(NULL);
        if (!hTempDC)
            goto releaseHandles;

        SelectObject(hTempDC, hBmpTemp);

        ::BitBlt(m_hPersistentDC, 0, 0, nWidth, nHeight, hTempDC, rctWindow.left, rctWindow.top, SRCCOPY);

        ::DeleteDC(hTempDC);

关于c++ - 将现有的HBITMAP重置为桌面背景(Win32),我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/8377525/

10-12 20:32