Paints image data from a buffer using paint callbacks.
#include "l_bitmap.h"
L_LTDIS_API L_INT L_PaintDCBufferCallback(pCallbackData, pBitmap, pSrc, pSrcClip, pDest, pDestClip, uROP3, pBuffer, nBufferRow, nNumRows)
Pointer to a structure containing the device context (DC) and the paint callbacks. The mapping mode of the device context must be MM_TEXT.
Pointer to the bitmap handle that describes the image to paint.
Pointer to the Windows RECT structure that specifies the part of the bitmap to use as the display source.
The coordinates in the RECT structure are relative to the bitmap. You can pass NULL to use the default, which matches the bitmap.
Pointer to the Windows RECT structure that specifies the portion of the display source to paint. Generally, this is used for updating the display when part of the source bitmap has changed.
The coordinates in the RECT structure are relative to the bitmap. You can pass NULL to use the default, which matches the bitmap.
Pointer to the Windows RECT structure that determines how the source rectangle is scaled and how the image is positioned in the device context.
The coordinates in the RECT structure are relative to the device context. There is no default for this parameter. You must specify the RECT structure.
Pointer to the Windows RECT structure that specifies the portion of the display rectangle to paint. Generally, this is used for updating changes in the display surface, such as when a user moves another window, uncovering a part of the image that had been covered up.
The coordinates in the RECT structure are relative to the device context. You can pass NULL to use the default, which matches the device context. In most cases, however, you should use the rectangle returned by the Windows WM_PAINT message.
The Windows ROP code that determines how the destination rectangle is updated. This parameter takes the same codes as the Windows BitBlt function. For ordinary painting, use SRCCOPY.
Pointer to the buffer that contains the image data to paint.
The first row to paint. The painted portion of any row may be limited by the RECT parameters.
The number of rows to paint. The painted portion of any row may be limited by the RECT parameters. If the image data in pBuffer
is compressed 1-bit data, you can specify the number of lines as a negative value (-nLines), as explained in Speeding Up 1-Bit Documents.
Value | Meaning |
---|---|
SUCCESS | The function was successful. |
< 1 | An error occurred. Refer to Return Codes. |
The HDC you are painting to should stored in the PAINTCALLBACKDATA structure. Refer to its documentation for details on which GDI functions you can override.
This function references a LEAD bitmap handle, which may or may not have a loaded bitmap. In either case, the following fields must be specified in the BITMAPHANDLE structure:
The Width, Height, BitsPerPixel, Order, and ViewPerspective fields must all be set to the correct values for the image. (You can use the L_InitBitmap function to set the values.)
The pPalette must be a valid palette (an array of RGBQUAD values). You can create or update the palette using the L_PutBitmapColors function.
Except for the buffer specifications, this function uses source and destination rectangles the same as L_PaintDC. For a complete explanation, refer to L_PaintDC.
You can call L_PaintDCBufferCallback from a callback function to paint an image while a bitmap is being loaded. This technique is used in the FILEREADCALLBACK procedures in the DEMO.C example program.
Win32, x64.
Gets the data one line at a time and paints it.
L_INT PaintDCBufferExample(L_HWND hWnd, pBITMAPHANDLE pBitmap)
{
L_INT nRet = SUCCESS;
HDC hdc; /* Device context for the current window */
RECT rcDest; /* Destination rectangle for painting */
HPALETTE hSavedPalette = NULL; /* Temporary copy of the current system palette */
HPALETTE hOurPalette = NULL; /* The palette that we will use to paint */
L_INT x;
PAINTCALLBACKDATA PaintCallbackData; /* Paint callback data structure */
/* Get the device context */
hdc = GetDC(hWnd);
/* Set the destination rectangle to be the same as the bitmap.
Other painting rectangles can take defaults. */
GetClientRect(hWnd, &rcDest);
/* Create the palette that we will use to paint */
hOurPalette = L_CreatePaintPalette(hdc, pBitmap);
/* Select our palette and save the old one */
hSavedPalette = SelectPalette(hdc, hOurPalette, FALSE);
/* Realize our palette */
RealizePalette(hdc);
/* Initialize the paint callback data structure */
memset(&PaintCallbackData, 0, sizeof(PaintCallbackData));
PaintCallbackData.uStructSize = sizeof(PAINTCALLBACKDATA);
PaintCallbackData.pDisplay = hdc;
/* set the paint callbacks for the GDI functions you are overriding here
PaintCallbackData.pIsCompatibleDC = MyIsCompatibleDC;
PaintCallbackData.pStretchDIBits = MyStretchDIBits;
etc
*/
/* Paint the image */
nRet = L_AccessBitmap(pBitmap);
if (nRet != SUCCESS)
return nRet;
for (x = 0; x < pBitmap->Height; x++)
{
L_UCHAR* pBuf = (L_UCHAR*)malloc(pBitmap->BytesPerLine);
nRet = (L_INT)L_GetBitmapRow(pBitmap, pBuf, x, pBitmap->BytesPerLine);
if (nRet < 1)
return nRet;
nRet = L_PaintDCBufferCallback(&PaintCallbackData, pBitmap, NULL, NULL, &rcDest, NULL, SRCCOPY, pBuf, x, 1);
if (nRet < SUCCESS)
return nRet;
}
L_ReleaseBitmap(pBitmap);
/* Restore the old palette */
SelectPalette(hdc, hSavedPalette, FALSE);
/* Delete the newly created palette */
DeleteObject(hOurPalette);
/* Release the device context */
ReleaseDC(hWnd, hdc);
return nRet;
}
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