August 12th, 2003, 08:14 PM
C++ (Load then paint Image data )
What is the simplest way in c++ to load image data in RGBA format and "paint" it on a Windows Device Context . I know you would have to use CImage in some way for this. But how?
August 13th, 2003, 04:42 AM
You might have better luck asking a windows programming question on a windows programming forum.
August 13th, 2003, 06:18 AM
This works only with bitmaps (as windows uses bitmaps unless you go to GDI++ or a third party lib)
It is a NOT the best way (by a long way) and will NOT produce speedy flicker free updates.
you should also use a frame buffer but...........
This is some MFC C++, let me know if you prefer WIN32 C
//load image from file to member var ( a HBITMAP )
sprintf(m_sImage, ".\\Images\\AnImage.bmp" ); // set the images full path from file
m_hImage = (HBITMAP) LoadImage( hInstance, m_sImage, IMAGE_BITMAP ,0 ,0 ,LR_LOADFROMFILE );
// find size of image
GetObject( m_hImage ,sizeof( BITMAP ), &BMP);
CPaintDC dc(this); // device context for painting
//we need something to draw from
//create a compatible DC and select our image into it
DC.CreateCompatibleDC( &dc );// create DC compat to screen
HBITMAP hOld = (HBITMAP) DC.SelectObject( m_hImage );// catch the current bitmap
//draw to the screen DC
dc.BitBlt( 0, 0, BMP.bmWidth, BMP.bmHeight, &DC ,0 ,0 ,SRCCOPY);
DC.SelectObject( hOld);// put the old back
DC.DeleteDC(); // delete what we created
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August 13th, 2003, 11:19 AM
I have access to third party software. Will this ease the task. If so can you show me how to use either the W2K gdiplus AlphaBlend function and/or the MFC/ATL CImage object. Thanks!