Clear text from a device context.
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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.
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:
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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:
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 -
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! MSHere'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 supportDECLARE_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
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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 supportDECLARE_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
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.
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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.
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:
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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:
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); }
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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); }
Your code works for me. In OnTimer(), I had to change
InvalidateRect(rTextRect);
toInvalidateRect(&rTextRect);
MarkMark Salsbery Microsoft MVP - Visual C++ :java:
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Your code works for me. In OnTimer(), I had to change
InvalidateRect(rTextRect);
toInvalidateRect(&rTextRect);
MarkMark Salsbery Microsoft MVP - Visual C++ :java:
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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).
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:
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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:
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.
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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.
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: