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Clear text from a device context.

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  • M Mr Simple

    Hi, I am not (knowingly/intentionally) preserving the DC. I am able to get this to work over sections of the DC are not transparent (the redrawn image covers the old text) but I am unable to draw over the transparent old text because I dont know what lies underneath. CPallini - I hope I am not coming across as stupid, but I still cannot get your suggestion to work. Please correct my thinking if it is wrong (see below); Thank you for your time. MS. // // A gloabal rectangle. CRect rTextMain; // // In my timer; CRect rMoveTo; InvalidateRect(&rTextMain); // Your steps said to do this after, I tried both. InvalidateRect(&rMoveTo); rMoveTo.top = val1; rMoveTo.left....... rTextMain = rMoveTo; UpdateWindow(); // // In OnPaint; CFont newFont; newFont.CreateFont(15, 0, 0, 0, 400, 0, 0, 0, 0, 0, 0, 0, 0, _T("MS Sans Serif")); CFont *oldFont = dc.SelectObject(&newFont); CString sWords = "test"; dc.DrawText(sWords, &rTextMain, DT_TOP | DT_LEFT)

    M Offline
    M Offline
    Mark Salsbery
    wrote on last edited by
    #10

    You've used rMoveTo before it's initialized. You shouldn't need the second (rMoveTo) rect. This should be enough:

    //
    // A gloabal rectangle.
    CRect rTextMain;

    //
    // In my timer;
    InvalidateRect(&rTextMain); // Your steps said to do this after, I tried both.

    rTextMain.top = val1; rTextMain.left.......

    UpdateWindow();

    //
    // In OnPaint;
    CFont newFont;
    newFont.CreateFont(15, 0, 0, 0, 400, 0, 0, 0, 0, 0, 0, 0, 0, _T("MS Sans Serif"));
    CFont *oldFont = dc.SelectObject(&newFont);

    CString sWords = "test";
    dc.DrawText(sWords, &rTextMain, DT_TOP | DT_LEFT)

    The WM_ERASEBKGND should take care of the invalidated rect. Then the WM_PAINT handler should draw the text at the new location. I don't see anything related to transparency or images. Mark

    Mark Salsbery Microsoft MVP - Visual C++ :java:

    M 1 Reply Last reply
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    • M Mark Salsbery

      Also, keep in mind - you don't need to preserve a DC between WM_PAINT messages. The DC does not remember where you draw text - that's up to you to store. A DC is more like a canvas - when you paint on it, that's it. If you want to "move" something you've painted, you need to paint over the old item and repaint the item at it's new location. Mark

      Mark Salsbery Microsoft MVP - Visual C++ :java:

      L Offline
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      led mike
      wrote on last edited by
      #11

      Mark Salsbery wrote:

      you don't need to preserve a DC between WM_PAINT messages.

      ummm.... don't you mean you should not?

      M 1 Reply Last reply
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      • L led mike

        Mark Salsbery wrote:

        you don't need to preserve a DC between WM_PAINT messages.

        ummm.... don't you mean you should not?

        M Offline
        M Offline
        Mark Salsbery
        wrote on last edited by
        #12

        led mike wrote:

        don't you mean you should not?

        For the sake of this thread - yes. Discussing owned DCs is beyond the scope of the problem/OP/thread, IMO :) Mark

        Mark Salsbery Microsoft MVP - Visual C++ :java:

        1 Reply Last reply
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        • M Mark Salsbery

          You've used rMoveTo before it's initialized. You shouldn't need the second (rMoveTo) rect. This should be enough:

          //
          // A gloabal rectangle.
          CRect rTextMain;

          //
          // In my timer;
          InvalidateRect(&rTextMain); // Your steps said to do this after, I tried both.

          rTextMain.top = val1; rTextMain.left.......

          UpdateWindow();

          //
          // In OnPaint;
          CFont newFont;
          newFont.CreateFont(15, 0, 0, 0, 400, 0, 0, 0, 0, 0, 0, 0, 0, _T("MS Sans Serif"));
          CFont *oldFont = dc.SelectObject(&newFont);

          CString sWords = "test";
          dc.DrawText(sWords, &rTextMain, DT_TOP | DT_LEFT)

          The WM_ERASEBKGND should take care of the invalidated rect. Then the WM_PAINT handler should draw the text at the new location. I don't see anything related to transparency or images. Mark

          Mark Salsbery Microsoft MVP - Visual C++ :java:

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          M Offline
          Mr Simple
          wrote on last edited by
          #13

          Hi, Unfortunately I could not get this to work either. Do you have any other ideas? This is being run on Win CE by the way. I didn't put the transparency stuff in the last post, but it comes just before the text is printed. A global region is made in the constructor with bits missing (missing bits are therefore transparent). The images are loaded into a CBitmap array. In OnPaint; To display the BMP; Create CDC from DC CDC select object (global/main region) CDC select object (bitmap) TransparentBlt to DC; TransparentBlt(dc.GetSafeHdc(), 0, 0, floatingBMP.bmWidth, floatingBMP.bmHeight, myCDC->GetSafeHdc(), 0, 0, floatingBMP.bmWidth, floatingBMP.bmHeight, 0x00ff00);// Transparency = lime green, altho this doesnt matter as the region has already been created to take this into account; After this is the DrawText code which has already been show. Any ideas? Thanks MS.

          M 1 Reply Last reply
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          • M Mr Simple

            Hi, Unfortunately I could not get this to work either. Do you have any other ideas? This is being run on Win CE by the way. I didn't put the transparency stuff in the last post, but it comes just before the text is printed. A global region is made in the constructor with bits missing (missing bits are therefore transparent). The images are loaded into a CBitmap array. In OnPaint; To display the BMP; Create CDC from DC CDC select object (global/main region) CDC select object (bitmap) TransparentBlt to DC; TransparentBlt(dc.GetSafeHdc(), 0, 0, floatingBMP.bmWidth, floatingBMP.bmHeight, myCDC->GetSafeHdc(), 0, 0, floatingBMP.bmWidth, floatingBMP.bmHeight, 0x00ff00);// Transparency = lime green, altho this doesnt matter as the region has already been created to take this into account; After this is the DrawText code which has already been show. Any ideas? Thanks MS.

            M Offline
            M Offline
            Mark Salsbery
            wrote on last edited by
            #14

            Without knowing what's not working...

            Mr Simple wrote:

            Create CDC from DC

            How are you doing this? It should be a memory DC created with CDC::CreateCompatibleDC().

            Mr Simple wrote:

            CDC select object (global/main region)

            What's the purpose of the region - for clipping? Why select it into the source DC? That looks suspicious...I would try commenting the region stuff out and see what happens. Are you handling WM_ERASEBKGND? If so, what are you doing there? What do you want to see and what is happening that is wrong? Mark

            Mark Salsbery Microsoft MVP - Visual C++ :java:

            M 1 Reply Last reply
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            • M Mark Salsbery

              Without knowing what's not working...

              Mr Simple wrote:

              Create CDC from DC

              How are you doing this? It should be a memory DC created with CDC::CreateCompatibleDC().

              Mr Simple wrote:

              CDC select object (global/main region)

              What's the purpose of the region - for clipping? Why select it into the source DC? That looks suspicious...I would try commenting the region stuff out and see what happens. Are you handling WM_ERASEBKGND? If so, what are you doing there? What do you want to see and what is happening that is wrong? Mark

              Mark Salsbery Microsoft MVP - Visual C++ :java:

              M Offline
              M Offline
              Mr Simple
              wrote on last edited by
              #15

              Hi, I am using CreateCompatibleDC; CPaintDC dc(this); // device context for painting CDC *floatCDC = new CDC; floatCDC->CreateCompatibleDC(&dc); I have removed the region code, and can report having it there made no difference to my application. I had read about it in a 'funky shaped window' article and assumed I needed it, obviously I was wrong :-) I am not handling WM_ERASEBKGND. What I want to see is text moving on a transparent background. I have manged this to a degree, however when the text is moved, the old text remains underneath the new text. I think part of the problem is that I am drawing over the old text with a transparent image, so the old text is still visible. Any other ideas? Thank you for your time! MS

              M 1 Reply Last reply
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              • M Mr Simple

                Hi, I am using CreateCompatibleDC; CPaintDC dc(this); // device context for painting CDC *floatCDC = new CDC; floatCDC->CreateCompatibleDC(&dc); I have removed the region code, and can report having it there made no difference to my application. I had read about it in a 'funky shaped window' article and assumed I needed it, obviously I was wrong :-) I am not handling WM_ERASEBKGND. What I want to see is text moving on a transparent background. I have manged this to a degree, however when the text is moved, the old text remains underneath the new text. I think part of the problem is that I am drawing over the old text with a transparent image, so the old text is still visible. Any other ideas? Thank you for your time! MS

                M Offline
                M Offline
                Mark Salsbery
                wrote on last edited by
                #16

                Here's a working example, moving text with a timer across a bitmap background. This is implemented on a simple dialog with just an ok button.  The same code would work in a CWnd-derived class - In that case, WM_CREATE/OnCreate would be used instead of OnInitDialog()...

                #pragma once

                #include <atlimage.h>

                // CMovingTextDialog dialog

                class CMovingTextDialog : public CDialog
                {
                    DECLARE_DYNAMIC(CMovingTextDialog)

                public:
                    CMovingTextDialog(CWnd* pParent = NULL);   // standard constructor
                    virtual ~CMovingTextDialog();

                // Dialog Data
                    enum { IDD = IDD_DIALOG2 }; //<-- Use the correct dialog resource ID here!

                protected:
                    virtual void DoDataExchange(CDataExchange* pDX);    // DDX/DDV support

                DECLARE_MESSAGE_MAP()
                public:
                    virtual BOOL OnInitDialog();
                protected:
                    virtual void OnOK();
                public:
                    CImage BkImage;
                    UINT_PTR MoveTimer;
                    CString TextStr;
                    CSize TextSize;
                    CRect TextRect;

                afx_msg void OnPaint();
                    afx_msg BOOL OnEraseBkgnd(CDC* pDC);
                    afx_msg void OnTimer(UINT_PTR nIDEvent);

                };

                // MovingTextDialog.cpp : implementation file
                //

                #include "stdafx.h"
                #include "MFCTester.h"
                #include "MovingTextDialog.h"

                // CMovingTextDialog dialog

                IMPLEMENT_DYNAMIC(CMovingTextDialog, CDialog)

                CMovingTextDialog::CMovingTextDialog(CWnd* pParent /*=NULL*/)
                    : CDialog(CMovingTextDialog::IDD, pParent)
                {
                    BkImage.Load(_T("e:\\test.bmp")); //<-- load your own bmp/jpg/tiff here!
                    MoveTimer = 0;
                    TextStr = _T("Moving Text");
                    TextSize.cx = TextSize.cy = 0;
                    TextRect.SetRect(0,0,0,0);
                }

                CMovingTextDialog::~CMovingTextDialog()
                {
                }

                void CMovingTextDialog::DoDataExchange(CDataExchange* pDX)
                {
                    CDialog::DoDataExchange(pDX);
                }

                BEGIN_MESSAGE_MAP(CMovingTextDialog, CDialog)
                    ON_WM_PAINT()
                    ON_WM_ERASEBKGND()
                    ON_WM_TIMER()
                END_MESSAGE_MAP()

                // CMovingTextDialog message handlers

                BOOL CMovingTextDialog::OnInitDialog()
                {
                    CDialog::OnInitDialog();

                MoveTimer = ::SetTimer(*this, (UINT_PTR)12345, 10, NULL);

                return TRUE;&n

                M 1 Reply Last reply
                0
                • M Mark Salsbery

                  Here's a working example, moving text with a timer across a bitmap background. This is implemented on a simple dialog with just an ok button.  The same code would work in a CWnd-derived class - In that case, WM_CREATE/OnCreate would be used instead of OnInitDialog()...

                  #pragma once

                  #include <atlimage.h>

                  // CMovingTextDialog dialog

                  class CMovingTextDialog : public CDialog
                  {
                      DECLARE_DYNAMIC(CMovingTextDialog)

                  public:
                      CMovingTextDialog(CWnd* pParent = NULL);   // standard constructor
                      virtual ~CMovingTextDialog();

                  // Dialog Data
                      enum { IDD = IDD_DIALOG2 }; //<-- Use the correct dialog resource ID here!

                  protected:
                      virtual void DoDataExchange(CDataExchange* pDX);    // DDX/DDV support

                  DECLARE_MESSAGE_MAP()
                  public:
                      virtual BOOL OnInitDialog();
                  protected:
                      virtual void OnOK();
                  public:
                      CImage BkImage;
                      UINT_PTR MoveTimer;
                      CString TextStr;
                      CSize TextSize;
                      CRect TextRect;

                  afx_msg void OnPaint();
                      afx_msg BOOL OnEraseBkgnd(CDC* pDC);
                      afx_msg void OnTimer(UINT_PTR nIDEvent);

                  };

                  // MovingTextDialog.cpp : implementation file
                  //

                  #include "stdafx.h"
                  #include "MFCTester.h"
                  #include "MovingTextDialog.h"

                  // CMovingTextDialog dialog

                  IMPLEMENT_DYNAMIC(CMovingTextDialog, CDialog)

                  CMovingTextDialog::CMovingTextDialog(CWnd* pParent /*=NULL*/)
                      : CDialog(CMovingTextDialog::IDD, pParent)
                  {
                      BkImage.Load(_T("e:\\test.bmp")); //<-- load your own bmp/jpg/tiff here!
                      MoveTimer = 0;
                      TextStr = _T("Moving Text");
                      TextSize.cx = TextSize.cy = 0;
                      TextRect.SetRect(0,0,0,0);
                  }

                  CMovingTextDialog::~CMovingTextDialog()
                  {
                  }

                  void CMovingTextDialog::DoDataExchange(CDataExchange* pDX)
                  {
                      CDialog::DoDataExchange(pDX);
                  }

                  BEGIN_MESSAGE_MAP(CMovingTextDialog, CDialog)
                      ON_WM_PAINT()
                      ON_WM_ERASEBKGND()
                      ON_WM_TIMER()
                  END_MESSAGE_MAP()

                  // CMovingTextDialog message handlers

                  BOOL CMovingTextDialog::OnInitDialog()
                  {
                      CDialog::OnInitDialog();

                  MoveTimer = ::SetTimer(*this, (UINT_PTR)12345, 10, NULL);

                  return TRUE;&n

                  M Offline
                  M Offline
                  Mr Simple
                  wrote on last edited by
                  #17

                  Hello, The only major difference is that I am not using CImage, as I need to be able to TransparentBlt which I have been told there are problems with on WinCE. I converted your code closer to my existing (using CBitmap, transparency, removing erase bkground) and it worked great. Then I made my existing code practically idential, and it still didn't work :-( The only thing I can find different is the way I create the window. I have a method in the class called "CreateFloaterWnd" (parent as parameter) which loads the bitmap, gets it's size, then calls CWnd::CreateEx, positioning itself relative to the parent's X/Y location. I will try to convert it to use a dialog and see what happens. I still dont understand how this could be the problem though. Thank you very much for your effort!! MS.

                  M 1 Reply Last reply
                  0
                  • M Mr Simple

                    Hello, The only major difference is that I am not using CImage, as I need to be able to TransparentBlt which I have been told there are problems with on WinCE. I converted your code closer to my existing (using CBitmap, transparency, removing erase bkground) and it worked great. Then I made my existing code practically idential, and it still didn't work :-( The only thing I can find different is the way I create the window. I have a method in the class called "CreateFloaterWnd" (parent as parameter) which loads the bitmap, gets it's size, then calls CWnd::CreateEx, positioning itself relative to the parent's X/Y location. I will try to convert it to use a dialog and see what happens. I still dont understand how this could be the problem though. Thank you very much for your effort!! MS.

                    M Offline
                    M Offline
                    Mark Salsbery
                    wrote on last edited by
                    #18

                    Hmmm I don't know about WinCE unfortunately. CImage wraps a little GDI+ for loading and saving, and also wraps a HBITMAP/DIBSection, which works with TransparentBlt() just fine (in fact, the class has a TransparentBlt() method). Again, I'm not sure about WinCE compatibility though. If you have a little project that doesn't work that I can test on regular Windows I'll check it out. Good luck :) Mark

                    Mark Salsbery Microsoft MVP - Visual C++ :java:

                    M 1 Reply Last reply
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                    • M Mark Salsbery

                      Hmmm I don't know about WinCE unfortunately. CImage wraps a little GDI+ for loading and saving, and also wraps a HBITMAP/DIBSection, which works with TransparentBlt() just fine (in fact, the class has a TransparentBlt() method). Again, I'm not sure about WinCE compatibility though. If you have a little project that doesn't work that I can test on regular Windows I'll check it out. Good luck :) Mark

                      Mark Salsbery Microsoft MVP - Visual C++ :java:

                      M Offline
                      M Offline
                      Mr Simple
                      wrote on last edited by
                      #19

                      Hi, Everything in normal windows can be done in CE, sometimes you just need to go about it a bit differently. I have cut out everything from my project and managed to write a non-working class if you are interested. I wont have access to CE again until monday so wont be able to test the dialog thing yet. Below is the code, it is very simple as you can probably see. Just call the .CreateTransparent(this); and you should get a nice streak down the form. Once again, thanks for your help! MS. The .H; class CNotWorking : public CWnd { public: CNotWorking(void); ~CNotWorking(void); void CreateTransparent(CWnd *pParent); DECLARE_MESSAGE_MAP() afx_msg void OnPaint(); afx_msg void OnTimer(UINT nIDEvent); private: CRect rTextRect; UINT tTicker; }; ////////// And the .CPP; BEGIN_MESSAGE_MAP(CNotWorking, CWnd) ON_WM_PAINT() ON_WM_TIMER() END_MESSAGE_MAP() CNotWorking::CNotWorking(void) { rTextRect.SetRect(0, 0, 40, 20); tTicker = 0; } CNotWorking::~CNotWorking(void) { } void CNotWorking::CreateTransparent(CWnd *pParent) { // Create & flag as existing. CWnd::CreateEx(NULL, NULL, _T("Transparent"), WS_CHILD, 20, 20, 500, 500, pParent->GetSafeHwnd(), NULL); tTicker = ::SetTimer(*this, (UINT_PTR)12345, 20, NULL); ShowWindow(SW_SHOW); } void CNotWorking::OnPaint() { CPaintDC dc(this); // device context for painting dc.SetBkMode(TRANSPARENT); CString textStr = "test"; dc.DrawText(textStr, &rTextRect, DT_LEFT | DT_TOP); } void CNotWorking::OnTimer(UINT nIDEvent) { InvalidateRect(rTextRect); rTextRect.OffsetRect(0, 2); UpdateWindow(); CWnd::OnTimer(nIDEvent); }

                      M 1 Reply Last reply
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                      • M Mr Simple

                        Hi, Everything in normal windows can be done in CE, sometimes you just need to go about it a bit differently. I have cut out everything from my project and managed to write a non-working class if you are interested. I wont have access to CE again until monday so wont be able to test the dialog thing yet. Below is the code, it is very simple as you can probably see. Just call the .CreateTransparent(this); and you should get a nice streak down the form. Once again, thanks for your help! MS. The .H; class CNotWorking : public CWnd { public: CNotWorking(void); ~CNotWorking(void); void CreateTransparent(CWnd *pParent); DECLARE_MESSAGE_MAP() afx_msg void OnPaint(); afx_msg void OnTimer(UINT nIDEvent); private: CRect rTextRect; UINT tTicker; }; ////////// And the .CPP; BEGIN_MESSAGE_MAP(CNotWorking, CWnd) ON_WM_PAINT() ON_WM_TIMER() END_MESSAGE_MAP() CNotWorking::CNotWorking(void) { rTextRect.SetRect(0, 0, 40, 20); tTicker = 0; } CNotWorking::~CNotWorking(void) { } void CNotWorking::CreateTransparent(CWnd *pParent) { // Create & flag as existing. CWnd::CreateEx(NULL, NULL, _T("Transparent"), WS_CHILD, 20, 20, 500, 500, pParent->GetSafeHwnd(), NULL); tTicker = ::SetTimer(*this, (UINT_PTR)12345, 20, NULL); ShowWindow(SW_SHOW); } void CNotWorking::OnPaint() { CPaintDC dc(this); // device context for painting dc.SetBkMode(TRANSPARENT); CString textStr = "test"; dc.DrawText(textStr, &rTextRect, DT_LEFT | DT_TOP); } void CNotWorking::OnTimer(UINT nIDEvent) { InvalidateRect(rTextRect); rTextRect.OffsetRect(0, 2); UpdateWindow(); CWnd::OnTimer(nIDEvent); }

                        M Offline
                        M Offline
                        Mark Salsbery
                        wrote on last edited by
                        #20

                        Your code works for me. In OnTimer(), I had to change InvalidateRect(rTextRect); to InvalidateRect(&rTextRect); Mark

                        Mark Salsbery Microsoft MVP - Visual C++ :java:

                        M 1 Reply Last reply
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                        • M Mark Salsbery

                          Your code works for me. In OnTimer(), I had to change InvalidateRect(rTextRect); to InvalidateRect(&rTextRect); Mark

                          Mark Salsbery Microsoft MVP - Visual C++ :java:

                          M Offline
                          M Offline
                          Mr Simple
                          wrote on last edited by
                          #21

                          Mark Salsbery wrote:

                          Your code works for me.

                          Really??? :wtf: I have tried both but I still get the smudge either way (I have only tested on XP).

                          M 1 Reply Last reply
                          0
                          • M Mr Simple

                            Mark Salsbery wrote:

                            Your code works for me.

                            Really??? :wtf: I have tried both but I still get the smudge either way (I have only tested on XP).

                            M Offline
                            M Offline
                            Mark Salsbery
                            wrote on last edited by
                            #22

                            Yes, really :) The change I made wasn't even necessary, since CRect has a LPRECT operator. I'm testing on Vista. Is it leaving a trail of pixels or does the entire text get left behind on previous draws? Mark

                            Mark Salsbery Microsoft MVP - Visual C++ :java:

                            M 1 Reply Last reply
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                            • M Mark Salsbery

                              Yes, really :) The change I made wasn't even necessary, since CRect has a LPRECT operator. I'm testing on Vista. Is it leaving a trail of pixels or does the entire text get left behind on previous draws? Mark

                              Mark Salsbery Microsoft MVP - Visual C++ :java:

                              M Offline
                              M Offline
                              Mr Simple
                              wrote on last edited by
                              #23

                              The entire text gets left behind (in the image below I have used 'rTextRect.OffsetRect(0, 20);' to space them out a bit to show this). http://i19.tinypic.com/8a4gh2w.jpg Thanks MS.

                              M 1 Reply Last reply
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                              • M Mr Simple

                                The entire text gets left behind (in the image below I have used 'rTextRect.OffsetRect(0, 20);' to space them out a bit to show this). http://i19.tinypic.com/8a4gh2w.jpg Thanks MS.

                                M Offline
                                M Offline
                                Mark Salsbery
                                wrote on last edited by
                                #24

                                Hmm that shouldn't happen :) WM_ERASEBKGND should redraw the background for the invalidated rect when the CPaintDC is created (during the internal call to BeginPaint(). Can you add a WM_ERASEBKGND that calls the base class method? Then in that handler, maybe draw a rectangle at the textrect. Mark

                                Mark Salsbery Microsoft MVP - Visual C++ :java:

                                1 Reply Last reply
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