问题
My goal is to dynamically put some arbitrary text into an HICON image (at runtime.) I'm using the following code:
//Error checks are omitted for brevity
//First create font
LOGFONT lf = {0};
lf.lfHeight = -58;
lf.lfWeight = FW_NORMAL;
lf.lfOutPrecision = OUT_TT_PRECIS; //Use TrueType fonts for anti-alliasing
lf.lfQuality = CLEARTYPE_QUALITY;
lstrcpy(lf.lfFaceName, L"Segoe UI");
HFONT hFont = ::CreateFontIndirect(&lf);
//HICON hIcon = original icon to use as a source
//I'm using a large 256x256 pixel icon
hIcon = (HICON)::LoadImage(theApp.m_hInstance, MAKEINTRESOURCE(IDI_ICON_GREEN_DIAMOND), IMAGE_ICON, 256, 256, LR_DEFAULTCOLOR);
ICONINFO ii = {0};
::GetIconInfo(hIcon, &ii);
BITMAP bm = {0};
::GetObject(ii.hbmColor, sizeof(bm), &bm);
SIZE szBmp = {bm.bmWidth, bm.bmHeight};
HDC hDc = ::GetDC(hWnd);
HDC hMemDC = ::CreateCompatibleDC(hDc);
HGDIOBJ hOldBmp = ::SelectObject(hMemDC, ii.hbmColor);
HGDIOBJ hOldFont = ::SelectObject(hMemDC, hFont);
::SetBkMode(hMemDC, TRANSPARENT);
::SetTextColor(hMemDC, RGB(255, 0, 0)); //Red text
//Draw text
//NOTE that DrawText API behaves in a similar way
::TextOut(hMemDC, 0, 0, L"Hello", 5);
::SelectObject(hMemDC, hOldFont);
::SelectObject(hMemDC, hOldBmp);
//We need a simple mask bitmap for the icon
HBITMAP hBmpMsk = ::CreateBitmap(szBmp.cx, szBmp.cy, 1, 1, NULL);
ICONINFO ii2 = {0};
ii2.fIcon = TRUE;
ii2.hbmColor = ii.hbmColor;
ii2.hbmMask = hBmpMsk;
//Create updated icon
HICON hIcon2 = ::CreateIconIndirect(&ii2);
//Cleanup
::DeleteObject(hBmpMsk);
::DeleteDC(hMemDC);
::ReleaseDC(hWnd, hDc);
::DeleteObject(ii.hbmColor);
::DeleteObject(ii.hbmMask);
::DeleteObject(hFont);
and then I can display the icon in my window from OnPaint()
handler (so that I can see how it turns out) as such:
::DrawIconEx(dc.GetSafeHdc(), 0, 0,
hIcon2,
256, 256, NULL,
::GetSysColorBrush(COLOR_BTNFACE),
DI_NORMAL);
So here's what I get:
To see what's going on pixel-wise in my hIcon2
I called GetDIBits on its ii.hbmColor
from the code above. The resulting pixel array where my word "Hello" was supposed to be shown looked like this:
The pixels are encoded as BGRA
in that memory dump, so the 4th byte in each DWORD stands for transparency: 0=transparent, FF=opaque. But in this case TextOut
doesn't fill out transparency, or leaves it as 0, which is interpreted as "fully transparent." Instead it seems to pre-multiply it into the RGB
colors themselves.
Note that if I keep looking further down the same bitmap, where the green diamond begins, the image pixels seem to have transparency bytes set correctly:
Any idea how to draw text so that the API could set those transparency bytes?
EDIT: As was suggested below I tried the following GDI+ method:
HGDIOBJ hOldBmp = ::SelectObject(hMemDC, ii.hbmColor);
Graphics grpx(hMemDC);
RectF rcfTxt(0.0f, 0.0f, (REAL)szBmp.cx, (REAL)szBmp.cy);
Font gdiFont(L"Segoe UI", 58.0f, FontStyleRegular, UnitPixel);
SolidBrush gdiBrush(Color(255, 0, 0));
StringFormat gdiSF;
gdiSF.SetAlignment(StringAlignmentNear);
gdiSF.SetFormatFlags(StringFormatFlagsNoWrap);
gdiSF.SetHotkeyPrefix(HotkeyPrefixNone);
//The reason I was using GDI was because I was setting
//spacing between letters using SetTextCharacterExtra()
//Unfortunately with GDI+ this does not work!
HDC hTmpDC = grpx.GetHDC();
::SetTextCharacterExtra(hTmpDC, -4); //This doesn't do anything!
grpx.ReleaseHDC(hTmpDC);
grpx.DrawString(L"Hello", 5, &gdiFont, rcfTxt, &gdiSF, &gdiBrush);
::SelectObject(hMemDC, hOldBmp);
and besides not being able to set character spacing (which I could with GDI using SetTextCharacterExtra
) here's what I got (slightly enlarged for visibility):
So clearly still an issue with transparency.
回答1:
Taken from an old post by Microsoft MVP Mike D Sutton here.
When you create a DC it initially has default 'stock' objects selected into it, including the stock 1*1*1 Bitmap. Since there is a Bitmap already selected into the DC when you call DrawText() it will still try and render to it even though pretty much everything (apart from one pixel) will be clipped.
What you need to do is to create a Bitmap, either DDB or DIBSection, and select that into your DC before drawing to it.
First though you need to find the size of your Bitmap since you want it large enough to display your text in, so for that you use the DrawText() call again on the initial DC but include the DT_CALCRECT flag. What this does is rather than drawing anything it simply measures how large the text is and dumps that into the RECT you pass the call. From here you can go ahead and create your DIBSection using those dimensions and select it into your DC. Finally perform your existing DrawText ()call (you may also want to use SetBkMode/Color()) which will render the text to the DIBSection from which you can get at the data.
This seems to work pretty well here:
HBITMAP CreateAlphaTextBitmap(LPCSTR inText, HFONT inFont, COLORREF inColour) { int TextLength = (int)strlen(inText); if (TextLength <= 0) return NULL; // Create DC and select font into it HDC hTextDC = CreateCompatibleDC(NULL); HFONT hOldFont = (HFONT)SelectObject(hTextDC, inFont); HBITMAP hMyDIB = NULL; // Get text area RECT TextArea = {0, 0, 0, 0}; DrawText(hTextDC, inText, TextLength, &TextArea, DT_CALCRECT); if ((TextArea.right > TextArea.left) && (TextArea.bottom > TextArea.top)) { BITMAPINFOHEADER BMIH; memset(&BMIH, 0x0, sizeof(BITMAPINFOHEADER)); void *pvBits = NULL; // Specify DIB setup BMIH.biSize = sizeof(BMIH); BMIH.biWidth = TextArea.right - TextArea.left; BMIH.biHeight = TextArea.bottom - TextArea.top; BMIH.biPlanes = 1; BMIH.biBitCount = 32; BMIH.biCompression = BI_RGB; // Create and select DIB into DC hMyDIB = CreateDIBSection(hTextDC, (LPBITMAPINFO)&BMIH, 0, (LPVOID*)&pvBits, NULL, 0); HBITMAP hOldBMP = (HBITMAP)SelectObject(hTextDC, hMyDIB); if (hOldBMP != NULL) { // Set up DC properties SetTextColor(hTextDC, 0x00FFFFFF); SetBkColor(hTextDC, 0x00000000); SetBkMode(hTextDC, OPAQUE); // Draw text to buffer DrawText(hTextDC, inText, TextLength, &TextArea, DT_NOCLIP); BYTE* DataPtr = (BYTE*)pvBits; BYTE FillR = GetRValue(inColour); BYTE FillG = GetGValue(inColour); BYTE FillB = GetBValue(inColour); BYTE ThisA; for (int LoopY = 0; LoopY < BMIH.biHeight; LoopY++) { for (int LoopX = 0; LoopX < BMIH.biWidth; LoopX++) { ThisA = *DataPtr; // Move alpha and pre-multiply with RGB *DataPtr++ = (FillB * ThisA) >> 8; *DataPtr++ = (FillG * ThisA) >> 8; *DataPtr++ = (FillR * ThisA) >> 8; *DataPtr++ = ThisA; // Set Alpha } } // De-select bitmap SelectObject(hTextDC, hOldBMP); } } // De-select font and destroy temp DC SelectObject(hTextDC, hOldFont); DeleteDC(hTextDC); // Return DIBSection return hMyDIB; }
If you need an example of how to call it then try something like this (inDC is the DC to render to):
void TestAlphaText(HDC inDC, int inX, int inY) { const char *DemoText = "Hello World!\0"; RECT TextArea = {0, 0, 0, 0}; HFONT TempFont = CreateFont(50, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, "Arial\0"); HBITMAP MyBMP = CreateAlphaTextBitmap(DemoText, TempFont, 0xFF); DeleteObject(TempFont); if (MyBMP) { // Create temporary DC and select new Bitmap into it HDC hTempDC = CreateCompatibleDC(inDC); HBITMAP hOldBMP = (HBITMAP)SelectObject(hTempDC, MyBMP); if (hOldBMP) { BITMAP BMInf; // Get Bitmap image size GetObject(MyBMP, sizeof(BITMAP), &BMInf); // Fill blend function and blend new text to window BLENDFUNCTION bf; bf.BlendOp = AC_SRC_OVER; bf.BlendFlags = 0; bf.SourceConstantAlpha = 0x80; bf.AlphaFormat = AC_SRC_ALPHA; AlphaBlend(inDC, inX, inY, BMInf.bmWidth, BMInf.bmHeight, hTempDC, 0, 0, BMInf.bmWidth, BMInf.bmHeight, bf); // Clean up SelectObject(hTempDC, hOldBMP); DeleteObject(MyBMP); DeleteDC(hTempDC); } } }
All credit to answer and code go to original posters on that forum, I've simply reposted it so that this answer will be valid if the links die.
来源:https://stackoverflow.com/questions/42221322/how-to-draw-text-with-transparency-using-gdi