Re: drawing a transparent window control

From:
"PaulH" <paul.heil@gmail.com>
Newsgroups:
microsoft.public.vc.language
Date:
4 Jan 2007 08:12:30 -0800
Message-ID:
<1167927150.866368.187560@6g2000cwy.googlegroups.com>
PaulH wrote:

I'm trying to draw a control, but I don't want the control to have a
background, I'd like to just use whatever is behind it already. So, I
was going to draw the control to a "back-buffer" and bitblt() that
bitmap on to the window using the technique described by Microsoft
here: http://support.microsoft.com/kb/79212. Unfortunately, all I get
is a black rectangle where my control should be. If I just do a
bitblt() SRCCOPY, my control appears, but is drawn on a black
background instead of the background of the window behind it.

Below is the back-buffer class I wrote to handle this effect.

What can I do differently to get the desired effect?

Thanks,
 PaulH

//////////////////////////////////////////////////////////////////////////
class CTransparentDC: public CDC
{
public:
    // Data members
    HDC m_hDCOriginal;
    RECT m_rcPaint;
    CBitmap m_bmp;
    HBITMAP m_hBmpOld;

    // Constructor/destructor
    CTransparentDC(HDC hDC, RECT& rcPaint) : m_hDCOriginal(hDC),
m_hBmpOld(NULL)
    {
        m_rcPaint = rcPaint;
        CreateCompatibleDC(m_hDCOriginal);
        ATLASSERT(m_hDC != NULL);
        m_bmp.CreateCompatibleBitmap(m_hDCOriginal, m_rcPaint.right -
m_rcPaint.left, m_rcPaint.bottom - m_rcPaint.top);
        ATLASSERT(m_bmp.m_hBitmap != NULL);
        m_hBmpOld = SelectBitmap(m_bmp);
        SetViewportOrg(-m_rcPaint.left, -m_rcPaint.top);
    }

    ~CTransparentDC()
    {
        //use the line below instead of DrawTransparentBitmap() and the
control appears, but is painted on a black background
        //::BitBlt(m_hDCOriginal, m_rcPaint.left, m_rcPaint.top,
m_rcPaint.right - m_rcPaint.left, m_rcPaint.bottom - m_rcPaint.top,
m_hDC, m_rcPaint.left, m_rcPaint.top, SRCCOPY);

        //using DrawTransparentBitmap(), all I get is a black box where
the control should be.
        DrawTransparentBitmap(m_hDCOriginal, m_bmp, m_rcPaint.left,
m_rcPaint.top, RGB(0,0,0));
        SelectBitmap(m_hBmpOld);
    }

    void DrawTransparentBitmap(HDC hdc, HBITMAP hBitmap, int xStart,
int yStart, COLORREF cTransparentColor)
    {
        BITMAP bm;
        COLORREF cColor;
        HBITMAP bmAndBack, bmAndObject, bmAndMem, bmSave;
        HBITMAP bmBackOld, bmObjectOld, bmMemOld, bmSaveOld;
        HDC hdcMem, hdcBack, hdcObject, hdcTemp, hdcSave;
        POINT ptSize;

        hdcTemp = ::CreateCompatibleDC(hdc);
        ::SelectObject(hdcTemp, hBitmap); // Select the bitmap

        ::GetObject(hBitmap, sizeof(BITMAP), (LPSTR)&bm);
        ptSize.x = bm.bmWidth; // Get width of bitmap
        ptSize.y = bm.bmHeight; // Get height of bitmap
        ::DPtoLP(hdcTemp, &ptSize, 1); // Convert from device

        // to logical points

        // Create some DCs to hold temporary data.
        hdcBack = ::CreateCompatibleDC(hdc);
        hdcObject = ::CreateCompatibleDC(hdc);
        hdcMem = ::CreateCompatibleDC(hdc);
        hdcSave = ::CreateCompatibleDC(hdc);

        // Create a bitmap for each DC. DCs are required for a number
of
        // GDI functions.

        // Monochrome DC
        bmAndBack = ::CreateBitmap(ptSize.x, ptSize.y, 1, 1, NULL);

        // Monochrome DC
        bmAndObject = ::CreateBitmap(ptSize.x, ptSize.y, 1, 1, NULL);

        bmAndMem = ::CreateCompatibleBitmap(hdc, ptSize.x,
ptSize.y);
        bmSave = ::CreateCompatibleBitmap(hdc, ptSize.x,
ptSize.y);

        // Each DC must select a bitmap object to store pixel data.
        bmBackOld = (HBITMAP)::SelectObject(hdcBack,
(HGDIOBJ)bmAndBack);
        bmObjectOld = (HBITMAP)::SelectObject(hdcObject,
(HGDIOBJ)bmAndObject);
        bmMemOld = (HBITMAP)::SelectObject(hdcMem,
(HGDIOBJ)bmAndMem);
        bmSaveOld = (HBITMAP)::SelectObject(hdcSave,
(HGDIOBJ)bmSave);

        // Set proper mapping mode.
        ::SetMapMode(hdcTemp, ::GetMapMode(hdc));

        // Save the bitmap sent here, because it will be overwritten.
        ::BitBlt(hdcSave, 0, 0, ptSize.x, ptSize.y, hdcTemp, 0, 0,
SRCCOPY);

        // Set the background color of the source DC to the color.
        // contained in the parts of the bitmap that should be
transparent
        cColor = ::SetBkColor(hdcTemp, cTransparentColor);

        // Create the object mask for the bitmap by performing a BitBlt
        // from the source bitmap to a monochrome bitmap.
        ::BitBlt(hdcObject, 0, 0, ptSize.x, ptSize.y, hdcTemp, 0, 0,
            SRCCOPY);

        // Set the background color of the source DC back to the
original
        // color.
        ::SetBkColor(hdcTemp, cColor);

        // Create the inverse of the object mask.
        ::BitBlt(hdcBack, 0, 0, ptSize.x, ptSize.y, hdcObject, 0, 0,
            NOTSRCCOPY);

        // Copy the background of the main DC to the destination.
        ::BitBlt(hdcMem, 0, 0, ptSize.x, ptSize.y, hdc, xStart, yStart,
            SRCCOPY);

        // Mask out the places where the bitmap will be placed.
        ::BitBlt(hdcMem, 0, 0, ptSize.x, ptSize.y, hdcObject, 0, 0,
SRCAND);

        // Mask out the transparent colored pixels on the bitmap.
        ::BitBlt(hdcTemp, 0, 0, ptSize.x, ptSize.y, hdcBack, 0, 0,
SRCAND);

        // XOR the bitmap with the background on the destination DC.
        ::BitBlt(hdcMem, 0, 0, ptSize.x, ptSize.y, hdcTemp, 0, 0,
SRCPAINT);

        // Copy the destination to the screen.
        ::BitBlt(hdc, xStart, yStart, ptSize.x, ptSize.y, hdcMem, 0, 0,
            SRCCOPY);

        // Place the original bitmap back into the bitmap sent here.
        ::BitBlt(hdcTemp, 0, 0, ptSize.x, ptSize.y, hdcSave, 0, 0,
SRCCOPY);

        // Delete the memory bitmaps.
        ::DeleteObject(::SelectObject(hdcBack, bmBackOld));
        ::DeleteObject(::SelectObject(hdcObject, bmObjectOld));
        ::DeleteObject(::SelectObject(hdcMem, bmMemOld));
        ::DeleteObject(::SelectObject(hdcSave, bmSaveOld));

        // Delete the memory DCs.
        ::DeleteDC(hdcMem);
        ::DeleteDC(hdcBack);
        ::DeleteDC(hdcObject);
        ::DeleteDC(hdcSave);
        ::DeleteDC(hdcTemp);
    }
};


Ah, nevermind. I've rediscovered the TransparentBlt() command.
Although, now I have the problem where I'm painting on top of what I
painted before, so everything ends up in a big blur after a couple
frames.
So, I need to somehow erase the background, but without causing flicker
(right now my WM_ERASEBKGND handler just says return 1;)
How does one do that?

Thanks,
 PaulH

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