- #RASTEROPS PAINTBOARD 24 HOW TO#
- #RASTEROPS PAINTBOARD 24 CODE#
- #RASTEROPS PAINTBOARD 24 SERIES#
- #RASTEROPS PAINTBOARD 24 WINDOWS#
This will create something called a Device-Dependent Bitmap (DDB). _in int nHeight // Desired height of the bitmap in pixels _in int nWidth, // Desired width of the bitmap in pixels
#RASTEROPS PAINTBOARD 24 CODE#
When you are finished with the memory DC, use this function to release the resource:Ĭopy Code HBITMAP CreateCompatibleBitmap( When the thread is destroyed, the memory DC will be destroyed as well. One caveat to be aware of when this type of memory DC is created is that the memory DC is attached to the thread which created the memory DC. If hdc is NULL, then a memory DC will be created that is compatible to the application's current display screen. Regardless of device, you can determine if the device you are working with supports raster operations by calling GetDeviceCaps and requesting the support flags for RASTERCAPS. The meta-file is used to record GDI actions, and its playback is not rasterized. Meta-files are another device that is not useful with memory DCs. "Don't they all support raster operations?" Not necessarily, think of pen-based plotters. The call to create may succeed, but attempting to use the resulting memory DC will fail. When you are using Memory DCs for devices other than the display, be aware the device must support raster operations for it to be useful. This means that raster operations like BitBlt and StretchBlt can be used to transfer the image in memory DC over to the same device hdc represents. The memory DC that is created will be compatible with the device which the hdc value passed in represents. There is only one way to create a Memory Device Context: Some of the common uses for Memory DCs are to store intermediate images for display composition load Bitmaps and other image types from files create back-buffers for double and triple buffer painting to reduce flicker with animation. The memory DC is an object that exists only in memory. Most other DC types are directly related to a window, or some device such as a printer on the system. The memory DC is an important concept and tool in Win32 development. For now, let's continue on with the venerable GDI API. I would like to explore some of those technologies in the future.
#RASTEROPS PAINTBOARD 24 WINDOWS#
There are many other technologies for generating graphics that exist for Windows to create two dimensional vector-based and raster-based images: GDI+, DirectDraw 2D, DirectWrite. I have decided that I will continue to document the usage, capabilities, and my experience with the Win32 API calls, primarily GDI, but there is so much potential that exists, and not enough context to help people apply it to their programs to create amazing things. Also, some technologies such as DirectX may have a high learning curve to get up and running and gain the benefits of the extra power from the framework that may not even be necessary for a simple UI painting that a developer could want to help their application stand out from all of the similar programs. There are new libraries that make interacting with multimedia easier than the basic Win32 APIs, however the concepts are the same. What I have realized is that not much has actually changed in the last 9 years. (While proof-reading, I decided that I get surprised a lot.)
![rasterops paintboard 24 rasterops paintboard 24](https://www.tonalite.it/wp-content/uploads/2020/10/archroom_tonalite-slide-1-768x384.jpg)
I was surprised to see how similar the process was to Win32 painting.
![rasterops paintboard 24 rasterops paintboard 24](https://i.etsystatic.com/25968721/r/il/79d4de/3287780787/il_1140xN.3287780787_5ea3.jpg)
I have recently done some GUI work with custom controls in Java. I then noticed myself looking up basic information for other topics in development. I am still surprised to see how often these basic tutorials are visited and downloaded. I thought about revisiting this topic and finishing the series, but I quickly dismissed the thought thinking that too much time has passed and people are moving on to other technologies like. I had completely forgotten that intention until I re-read the first article.
#RASTEROPS PAINTBOARD 24 SERIES#
Nine years ago, I started up a series on Win32 paint tutorials and indicated in the first article that it was the first in a series of five. This is to simplify the code that you are looking at, and eliminate a code dependency. However, the demonstration source code provided will be raw C/C++ Win32 calls and window management. I still prefer to do Win32 development with WTL. My previous articles have been written with WTL. The Metafile DC will still be ignored in this article. This article will describe the Memory DC.
#RASTEROPS PAINTBOARD 24 HOW TO#
That article described the basics of the WM_PAINT message, as well as how to use most of the different types of Win32 Device Contexts (DC). Eons ago in computer time, I left-off with an article called Guide to Win32 Paint for Intermediates.