win32编程 三缓冲 实现透明贴图
一、收获
1. 三缓冲贴图:
//以贴背景图为例 //1.获取DC g_hdc = GetDC(hwnd); //2.创建兼容DC g_mdc = CreateCompatibleDC(g_hdc); g_bufdc = CreateCompatibleDC(g_hdc); //创建一个和窗口兼容的位图对象 HBITMAP hBitMap = CreateCompatibleBitmap(g_hdc, WINDOW_WIDTH, WINDOW_HEIGHT); SelectObject(g_mdc, hBitMap); //3.加载位图 · g_hBackGround = (HBITMAP)LoadImage(NULL, _T("bg.bmp"), IMAGE_BITMAP, WINDOW_WIDTH, WINDOW_HEIGHT, LR_LOADFROMFILE); //贴背景图 SelectObject(g_bufdc, g_hBackGround); BitBlt(g_mdc, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, g_bufdc, 0, 0, SRCCOPY); //把图片复制到HDC BitBlt(g_hdc, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, g_mdc, 0, 0, SRCCOPY);
2.人物图像贴图方式:
//1.获取DC g_hdc = GetDC(hwnd); //2.创建兼容DC g_mdc = CreateCompatibleDC(g_hdc); g_bufdc = CreateCompatibleDC(g_hdc); //创建一个和窗口兼容的位图对象 HBITMAP hBitMap = CreateCompatibleBitmap(g_hdc, WINDOW_WIDTH, WINDOW_HEIGHT); SelectObject(g_mdc, hBitMap); //3.加载位图 g_hSprite = (HBITMAP)LoadImage(NULL, _T("goright.bmp"), IMAGE_BITMAP, 480, 108, LR_LOADFROMFILE); g_hBackGround = (HBITMAP)LoadImage(NULL, _T("bg.bmp"), IMAGE_BITMAP, WINDOW_WIDTH, WINDOW_HEIGHT, LR_LOADFROMFILE); //贴人物 SelectObject(g_bufdc, g_hSprite); TransparentBlt(g_mdc, g_iX, g_iY, 60, 108, g_bufdc, g_iNum * 60, 0, 60, 108, RGB(255, 0, 0)); //把图片复制到HDC BitBlt(g_hdc, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, g_mdc, 0, 0, SRCCOPY);
3.语法:
//1.背景 wnd.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); //2.EX版本的使用, // 1 size sizeof(WNDCLASSEX) 2 RegisterClassEx(&wnd) if (!RegisterClassEx(&wnd)) { return -1; } //3.消息循环 while (msg.message != WM_QUIT) { if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) //REMOVE { TranslateMessage(&msg); DispatchMessage(&msg); } else { } } //4.注销窗口 Game_CleanUp(hwnd); UnregisterClass(wnd.lpszClassName, hInstance); //5.获取系统时间 g_tNow = GetTickCount(); if (g_tNow - g_tPre > 50) Game_Paint(hwnd); //6.没有{} case WM_CREATE: PlaySound(_T("仙剑三·原版景天.wav"), NULL, SND_ASYNC | SND_LOOP | SND_FILENAME); Game_Init(hwnd); break; //7. DeleteObject(g_hBackGround); DeleteObject(g_hSprite); DeleteObject(g_mdc); DeleteObject(g_bufdc); ReleaseDC(hwnd, g_hdc); //GetDC()只能被释放 如果删除不释放 就会一直占用着
4.出现bug::
原因及解决办法: 函数未被调用,函数名错误。
二、完整源代码
1 #include<Windows.h> 2 #include<tchar.h> 3 4 #pragma comment(lib,"Msimg32.lib") //加载静态库 5 #pragma comment(lib,"winmm.lib") 6 7 #define WINDOW_TITLE _T("透明动画") 8 #define WINDOW_WIDTH 800 9 #define WINDOW_HEIGHT 600 10 11 //======================全局函数================================ 12 LRESULT CALLBACK WinProc(HWND, UINT, WPARAM, LPARAM); 13 void Game_Init(HWND hwnd); //初始化函数 14 void Game_Paint(HWND hwnd); 15 void Game_CleanUp(HWND hwnd);//释放资源 16 //============================================================== 17 18 //==========================全局变量============================ 19 DWORD g_tPre, g_tNow; //用来保存上一次贴图的时间,还有本次贴图的时间 20 HDC g_hdc, g_mdc, g_bufdc; //实现三缓冲位图 21 HBITMAP g_hSprite, g_hBackGround; //用来加载人物和背景图片 22 int g_iNum; //记录图片 23 int g_iX, g_iY; //坐标 24 //============================================================== 25 26 int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) 27 { 28 //1.设计窗口 29 WNDCLASSEX wnd = { 0 }; 30 31 wnd.cbClsExtra = 0; 32 wnd.cbSize = sizeof(WNDCLASSEX); //结构体大小 33 wnd.cbWndExtra = 0; 34 wnd.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); 35 wnd.hCursor = NULL; 36 wnd.hIcon = NULL; 37 wnd.hInstance = hInstance; 38 wnd.lpfnWndProc = WinProc; 39 wnd.lpszClassName = _T("逐梦之旅"); 40 wnd.lpszMenuName = NULL; 41 wnd.style = CS_HREDRAW | CS_VREDRAW; 42 43 //2.注册窗口 44 if (!RegisterClassEx(&wnd)) 45 { 46 return -1; 47 } 48 49 //3.创建窗口 50 HWND hwnd = CreateWindow(wnd.lpszClassName, WINDOW_TITLE, WS_OVERLAPPEDWINDOW, 100, 100, WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, hInstance, NULL); 51 52 //4.显示和更新 53 ShowWindow(hwnd, SW_SHOW); 54 UpdateWindow(hwnd); 55 56 //5.消息循环 57 MSG msg = { 0 }; 58 while (msg.message != WM_QUIT) 59 { 60 if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) 61 { 62 TranslateMessage(&msg); 63 DispatchMessage(&msg); 64 } 65 else 66 { 67 //获取系统时间 68 g_tNow = GetTickCount(); 69 70 if (g_tNow - g_tPre > 50) 71 Game_Paint(hwnd); 72 } 73 } 74 75 //注销窗口 76 Game_CleanUp(hwnd); 77 UnregisterClass(wnd.lpszClassName, hInstance); 78 return 0; 79 } 80 81 LRESULT CALLBACK WinProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam) 82 { 83 switch (message) 84 { 85 case WM_CREATE: 86 PlaySound(_T("仙剑三·原版景天.wav"), NULL, SND_ASYNC | SND_LOOP | SND_FILENAME); 87 Game_Init(hwnd); 88 break; 89 90 case WM_DESTROY: 91 PostQuitMessage(0); 92 break; 93 94 case WM_KEYDOWN: 95 if (wParam == VK_ESCAPE) 96 PostQuitMessage(0); 97 break; 98 } 99 return DefWindowProc(hwnd, message, wParam, lParam); 100 } 101 102 //初始化 103 void Game_Init(HWND hwnd) 104 { 105 //1.获取DC 106 g_hdc = GetDC(hwnd); 107 108 //2.创建兼容DC 109 g_mdc = CreateCompatibleDC(g_hdc); 110 g_bufdc = CreateCompatibleDC(g_hdc); 111 112 //创建一个和窗口兼容的位图对象 113 HBITMAP hBitMap = CreateCompatibleBitmap(g_hdc, WINDOW_WIDTH, WINDOW_HEIGHT); 114 SelectObject(g_mdc, hBitMap); 115 116 //3.加载位图 117 g_hSprite = (HBITMAP)LoadImage(NULL, _T("goright.bmp"), IMAGE_BITMAP, 480, 108, LR_LOADFROMFILE); 118 g_hBackGround = (HBITMAP)LoadImage(NULL, _T("bg.bmp"), IMAGE_BITMAP, WINDOW_WIDTH, WINDOW_HEIGHT, LR_LOADFROMFILE); 119 120 //初始化人的坐标 121 g_iNum = 0; //编号 122 g_iX = 0; 123 g_iY = 350; 124 Game_Paint(hwnd); 125 } 126 127 void Game_Paint(HWND hwnd) 128 { 129 //判断图片的编号 130 if (g_iNum == 8) 131 g_iNum = 0; 132 133 //贴背景图 134 SelectObject(g_bufdc, g_hBackGround); 135 BitBlt(g_mdc, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, g_bufdc, 0, 0, SRCCOPY); 136 137 //贴人物 138 SelectObject(g_bufdc, g_hSprite); 139 TransparentBlt(g_mdc, g_iX, g_iY, 60, 108, g_bufdc, g_iNum * 60, 0, 60, 108, RGB(255, 0, 0)); 140 141 //把图片复制到HDC 142 BitBlt(g_hdc, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, g_mdc, 0, 0, SRCCOPY); 143 144 //获取本次贴图时间 145 g_tPre = GetTickCount(); 146 147 g_iNum++; 148 g_iX += 10; 149 if (g_iX >= WINDOW_WIDTH) 150 { 151 g_iX = -60; 152 } 153 } 154 155 void Game_CleanUp(HWND hwnd) 156 { 157 DeleteObject(g_hBackGround); 158 DeleteObject(g_hSprite); 159 DeleteObject(g_mdc); 160 DeleteObject(g_bufdc); 161 162 ReleaseDC(hwnd, g_hdc); //GetDC()只能被释放 如果删除不释放 就会一直占用着 163 }
时间: 2024-10-25 01:25:23