This being the first tutorial I start by explaining the basic concepts of a device context, and how to properly use them.
The GDI library is based around an object called a Device Context. A Device Context is a handle to a drawing surface on some device - Device Contexts can typically be obtained for the display device (the entire screen), printers and plotters. Most commonly worked with are window dc's (a display DC that merely represents the area of a single window) and a memory DC that represents a bitmap as a device.
What these objects all have in common (display, printer, bitmap, etc) is they have some concept of a "drawing surface" where output will appear.
Associated with a Device context a number of tools that can be used to act on the associated drawing surface: Pens, brushes, fonts etc. In the case of physical devices like a plotter there will be a one to onw mapping of HPEN
to physical pen. In the case of the display, or memory DC's, a number of preset pens are provided, and more can be created on the fly as needed.
A Bitmap that can be slected into a DC is called a "Device Dependent Bitmap" and is represented to the programmer by an HBITMAP
handle.
There is another kind of Bitmap called a "Device Independent Bitmap". This type of bitmap is defined in the windows header files as a number of structs that are filled in by the programmer. Being "device independent" means there is no HBITMAP
that can be selected into a "Device context" so GDI operations cannot be performed on this type of bitmap. There are a couple of "DIB" specific functions that can create a DDB (device dependent bitmap) given a DIB, or copy areas from a DIB onto a DC.
WM_CREATE
handler, and shown in the applications
WM_PAINT
handler.
In GDI tutorial 2 I will demonstrate how to implement bitmap transparency using Device Dependent Bitmaps.
The tutorial comprises a single window that I create in main.cpp. Stored in a global variable is the bitmap handle that is initialized in the OnCreate()
function, used in OnPaint()
, and destroyed in OnDestroy()
. The examplebitmap shipped with the tutorial is a 256 color image, and will appear rather flat on a 256 color display. The lack or proper color on 256 color displays will be fixed in tutorial 3 where I intend to discuss palettes.
GDI has no built in transparency support - you have to implement transparency in bitmaps yourself. Specific versions of GDI have had support for transparent areas in a bitmap - NT4 for instance has a specif function, and the VFW kit for Windows 3.11 included an extended devmode option that could be set in a DC to specify that the color set in SetBkColor was to be transparent. These methods however are not compatible with other platforms (notably Windows 95) and should probably be avoided.
GDI supports boolean operations when combinig the contents of DCs surfaces, and we use this to our advantage here. To paint a "transparent" bitmap pair onto a DC the following process is performed:
SRCAND
as the raster code. The SRCAND
code directs GDI to set each destination pixel as the binary and of the destination pixel and the source pixel. In this case black acts like zero, and white like all 1's: Destination pixels where the source are black become black. Destination pixels where the source is white are left untouched. The effect is of a hole being cut in the destination image. SRCPAINT
. The SRCPAINT
raster code directs GDI to set each destination pixel as the binary OR of the previous destination value and source pixel. Now, due to the previous step, wherever the source has non-black pixels the destination has been zero'd. And zero OR something is that something. So, this step combines the two images seamlessly.
Also, special care must be taken when using this kind of bitmap with GDI on low color displays: GDI always creates "compatible" DDBs (and you the programmer always wants to use "compatible" bitmaps) in the format of the display mode. This can result in a loss of color "resolution" and a whole range of colors might be mapped to the magic transparent color. It is therefore best to make sure that the transparent color is one of the twenty system colors that are guaranteed to always exist.
The background "color" of a bitmap is white, and is stored as binary 0. When combined with a color bitmap via a raster operation (typically in a call to BitBlt) the background pixels in the monochrome bitmap are first mapped to the background color of the color bitmaps DC. This is normally set to white (RGB(255,255,255)), but can easilly be changed by using the SetBKColor()
API. The foreground pixels of a monochrome bitmap (binary 1) is mapped to the text color of destination DC - default is black (RGB(0,0,0)), but once again the SetTextColor()
API can be used to change that.
When transferring bytes from a color to a monochrome bitmap, the mapping is simpler. All pixels that are the same color as the background color are mapped to the background color on the mono bitmap (0). All other pixels are demed to be foreground.
SRCPAINT
,
SRCCOPY
) etc are performed only after any mapping has taken place. They are performed bytewise on the image bytes. this is the most efficient means of operation, but it means that logical raster operations performed on 256 color displays will tend to have unexpected results, as any palettes are totally ignored by this process. The default twenty system colors will behave in an expected way, as the system palette has been arranged specially so the mappings work. Instead of simply using the 1st twenty colors, the system palette uses the first ten, and last ten colors, so when a NOT is performed on black (color index 0) the result of the NOT operation (color index 255) is the expected white.
The relevent functions in main.cpp are heavily commented. Look in the WM_CREATE
handler where the main bitmapis loaded and a monochrome version is generated. The WM_PAINT
handler demonstrates how to blit the twobitmaps correctly. WM_DESTROY
cleans up the two bitmaps. Also look in the RegisterClass()
function of the frame to see where the checkered background is set.
BITMAPINFO
structure describing the
bitmap
followed by the actual image data as an array of bytes. On disk in a .bmp file, the file starts with a
BITMAPFILEHEADER
structure, followed by a
BITMAPINFO
structure. The start of the image data is indicated by a field in the
BITMAPFILEHEADER
structure, and does not necessairly follow the
BITMAPINFO
structure directly. This diffrence introduces some annoying incompatiblities when dealing with
bitmap
resources, and
bitmap
files.
The LoadBitmap()
function, while simple to use, is too braindead to be used in a situation where your application requires palette support, as it creates all bitmaps using the system default palette which only has 20 colors. While only a problem on 256 color display setups, its a very ugly problem - all your loaded bitmaps are displayed with a mere 20 colors.
The solution is to use the resource functions to load the bitmaps directly using the resource functions to search the exe file for the bitmap resource, and get pointers to the resource data. As we know the data is stored in DIB format, we can use the CreateDIBitmap()
API to create a DDB from the DIB data.
So, any operations performed on a bitmap will be performed by GDI will be done using the current selected logical palette.
Please note that the phrase "logical palette" refers to a GDI palette object - refrenced by a HPALETTE
handle. The physical palette refers to the state of the actual display device palette.
Now, the quickest way to blit a bitmap onto the display would be a simple memcpy operation. And GDI does this as much as possible. In order for the results to look pleasing however, the bytes of the bitmap have to match the correct entries in the physical palette. To ensure this GDI, when it first realizes a palette, creates a mapping of logical palette entries to the system palette at the time. GDI expects that the next time the palette is realized it will be able to take the same mapping.
The bytes in a bitmap then are drawn from this cache table - NOT the logical palette.
Anyway. The whole subject is very hairy, and all I can suggest is a full reading of all the available dox you can find on palettes if you wish to truly understand the subject.
The following notes may ease some potential confusion:
RealizePalette()
has been called on an HDC
, that HPALETTE
does not need to be realized again until UnRealizePalette()
is called, or WM_PALETTECHANGED
orWM_QUERYNEWPALETTE
indicates the Palette Manager itself has unrealized all palettes and is starting again. You can select and deselect a HPALETTE
as many times as you wish without having to callRealizePalette()
.RealizePalette()
can always be set to FALSE
. TRUE
would only be used if you were realizing a window DC and specifically do not want the palette to get mapped into the physical palette.
BITMAPINFO
struct, followed by an array of bytes. Passing pointers to these two structs allows loaded
bitmap
resources to be used directly with all windows API functions that work with DIBs.
A restriction that should be noted: As resources are paged out of the exe or dll file they were loaded from, care should be taken to avoid writing to the memory. Under Win16, all changes written to a resource might be lost if the resource is unlocked and relocked. Under Win32, writing to resource memory causes a memory exception that the operating system handles to create a duplicate resource.
BITMAPFILEHEADER
struct. This struct is directly followed by the
BITMAPINFO
struct containing the information about the DIB and the color table if present. The
BITMAPFILEHEADER
struct also unfortunatly contains a file offset to the DIBs byte array, so in a
bitmap
file the byte array might not follow directly after the
BITMAPINFO
structure.
Some resource compilers do not handle bitmap files properly if the bitmap data does not follow directly from theBITMAPINFO
struct. They write the padded out information into the resource - in that case there is now way for thebitmap loading code to know that there is a gap between the header and bits, and the image appears corrupted.
When loading or saving image formats other that bitmaps from DDBs the programmer therefore usually finds theirself working with the data as a DIB.
GDI provides the following functions to transfer bits from DIBs to DDBs, DDBs to DIBs and DIBs to DCs:
CreateDIBitmap()
- this function creates a compatible device dependent bitmap, and initializes it with the passed in DIB.GetDIBits()
- this functions translates a DDBs data into a DIB that is passed in.SetDIBits()
- Like CreateDIBitmap()
, this function intializes a DDB using the DIB data that is passed in.SetDIBitsToDevice()
- This function copies a DIB directly (translating each pixel of course) onto a display device context.StretchDIBits()
- This function is similar to StretchBlt()
, it stretches the source onto a DCs surface - the source data is a DIB.
SetDIBits()
,
SetDIBitsToDevice()
, or
StretchDIBits()
call, GDI has a lot of work to do. Even more so if the target display device is operating in 256 (or any other palette) mode.
The logic that GDI uses to convert a pixel is thus: First, GDI resolves the RGB value of the source (DIB) pixel it is converting. If the DIB is itself has a color table, the pixel index is looked up in the color table, and the retrieved RGB color is used in the GDI operation. Now, RGB value in hand, GDI looks up the RGB value and matches it to the closest color found in the device contexts palette. (all the above calls take a device context - The DC is in a couple of cases merely a carrier of an hpalette). The color in the logical palette is then matched to a color in the physical palette, any raster operations (in the case of SetDIBitsToDevice()
or StretchDIBits()
) are now applied using the physical index, and the result is stored (on the display or target DDB).
On non palette devices the situation is much simpler. After the RGB value of the DIB pixel is found, it is combined with the target RGB using the given raster operation.
SRCAND
raster operation. All white pixels leave the destination untouched, all black pixels zero the destination - effectivly cutting a black hole in the target. The color
bitmap
is then combined with the destination using the
SRCPAINT
raster operation. This operation ORs each color pixel from the color image with a blacked out pixel in the destination. The source image itself is black where the destination has been left, leaving the non-transparent pixels untouched - the transparent pixles now contain the image.
A similar method is used with DIBs, but the DIB method does not require two complete DIB's *IF* the DIB has a color table. By blitting the same DIB data twice, once SRCAND
with a color table intialized with each tranparent color index set to white, and "data" indexes set to black, and once SRCPAINT
with the color table set up with data indexes contianing the correct color, and transparent indexes containig black, the same effect is achieved.
Note: On 256 color displays the DIB method will fail if the logical palette selected into the destination dc does not contain entries for black and white. This is due to the fact (mentioned above) that the DIB pixels are first matched to the closest entriy in the logical palette, and the found entry from the logical palette is then mapped to the physical palette (that always has the 20 system colors including black and white) before the raster operation is performed.
demo_OnPaint()
function has all the fun stuff as usual. In addition to the bmpapi files there is a primitive DIB holder class in
dib.cpp
and
dib.h
. The files you will need are at the top of this article.