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How do I implement double buffering in the winapi?

I can't stop the flickering. I got the advice to add dubbel-buffering. How do I do that?

#include <iostream>
#include <windows.h>
#include <string>
#include <fstream>
#include <vector>

using namespace std;

namespace {
    const int ID_NEW = 1;
    const int ID_QUIT = 2;
    const int ID_ABOUT = 3;
    const int NORTH_BUTTON_ID = 4;
    const int SOUTH_BUTTON_ID = 5;
    const int WEST_BUTTON_ID = 6;
    const int EAST_BUTTON_ID = 7;
    const int ID_FINISHED_GAME = 8;
    int x = 0;
    int y = 0;
    int xStart = 0;
    int yStart = 0;
    int windowHeight = 400;
    int windowWidth = 500;
    char level1[20][21];
    int noOfMoves = 0;
}

void readLevel(string fileName, char level[20][21]) {
    char character{};
    ifstream file(fileName);
    int i = 0;
    int j = 0;
    if (file.is_open()) {
        while (file >> character) {
            level[j][i] = character;
            if (level[j][i] == 's') {
                y = yStart = j;
                x = xStart = i;
            }
            if (++i % 20 == 0) {
                i = 0;
                j++;
            }
        }
        file.close();
    }
}

void restart(){
    x = xStart;
    y = yStart;
    noOfMoves = 0;
}

LRESULT CALLBACK WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
    HDC hdc{ 0 };
    PAINTSTRUCT ps{ 0 };
    switch (msg) {
    case WM_CLOSE:
        PostQuitMessage(0);
        return 0;
    case WM_COMMAND:
        switch (LOWORD(wParam)){
        case ID_ABOUT:
            MessageBox(hwnd, L"About this program!", L"About", MB_OK);
            return 0;
        case ID_NEW:
            restart();
            return 0;
        case ID_QUIT:
            if (MessageBox(0, L"Do you really want to quit?", L"Are you sure?", MB_YESNO) == IDYES) {
                PostQuitMessage(0);
                return 0;
            }
        case NORTH_BUTTON_ID:
            if (level1[y - 1][x] != '1') {
                y -= 1;
                noOfMoves++;
            }
            break;
        case SOUTH_BUTTON_ID:
            if (level1[y + 1][x] != '1'){
                y += 1;
                noOfMoves++;
            }
            break;
        case WEST_BUTTON_ID:
            if (level1[y][x - 1] != '1'){
                x -= 1;
                noOfMoves++;
            }
            break;
        case EAST_BUTTON_ID:
            if (level1[y][x + 1] != '1') {
                x += 1;
                noOfMoves++;
            }
            break;
        }
        if (level1[y][x] == 'e') {
            wstring moves = L"Congratulations, you finished the game with " + to_wstring(noOfMoves);
            MessageBox(hwnd, moves.c_str(), L"Finished game", MB_OK);
        }
    case WM_PAINT: {
                       char wall[2] = { "W" };
                       char floor[2] = { 'W' };
                       char current[2] = { "X" };
                       char goal[2] = { "G" };
                       wstring position = L"Position = [" + to_wstring(x) + L", " + to_wstring(y) + L"]";
                       wstring moves = L"Move = " + to_wstring(noOfMoves);
                       hdc = BeginPaint(hwnd, &ps);
                       TextOut(hdc, 20, 200, position.c_str(), position.size());
                       TextOut(hdc, 20, 220, moves.c_str(), moves.size());
                       for (int i = 0; i < 20; i++) {
                           for (int j = 0; j < 20; j++) {
                               if (level1[j][i] == '1') {
                                   SetTextColor(hdc, RGB(0, 0, 0));
                                   SetBkColor(hdc, RGB(0, 0, 0));
                                   TextOut(hdc, 14 * i + 190, 14 * j + 20, LPCTSTR(wall), strlen(wall));
                               }
                               SetBkColor(hdc, RGB(255, 255, 255));
                               if (level1[j][i] == '0') {
                                   SetTextColor(hdc, RGB(255, 255, 255));
                                   TextOut(hdc, 14 * i + 190, 14 * j + 20, LPCTSTR(floor), strlen(floor));
                               }
                               SetTextColor(hdc, RGB(0, 0, 0));
                               if (i == x && j == y)
                                   TextOut(hdc, 14 * i + 190, 14 * j + 20, LPCTSTR(current), strlen(current));
                               if (level1[j][i] == 'e')
                                   TextOut(hdc, 14 * i + 190, 14 * j + 20, LPCTSTR(goal), strlen(goal));
                           }
                       }
                       EndPaint(hwnd, &ps);
                       break;

    }
    case WM_ERASEBKGND:
        return true;
    }
    return DefWindowProc(hwnd, msg, wParam, lParam);
}

HMENU CreateMainMenu() {
    HMENU main = CreateMenu();
    HMENU file = CreateMenu();
    AppendMenu(file, MF_STRING, ID_NEW, L"&New");
    AppendMenu(file, MF_SEPARATOR, 0, 0);
    AppendMenu(file, MF_STRING, ID_QUIT, L"&Quit");
    AppendMenu(main, MF_POPUP, (UINT_PTR)file, L"&File");
    HMENU help = CreateMenu();
    AppendMenu(help, MF_STRING, ID_ABOUT, L"&About");
    AppendMenu(main, MF_POPUP, (UINT_PTR)help, L"&Help");
    return main;
}

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
    LPSTR lpCmdLine, int nCmdShow) {
    readLevel("level1.txt", level1);
    WNDCLASS wc = { 0 };
    wc.hbrBackground = NULL;
    wc.lpfnWndProc = WinProc;
    wc.hInstance = hInstance;
    wc.lpszClassName = L"MyWindowClass";
    RegisterClass(&wc);
    HWND hwnd = CreateWindow(L"MyWindowClass", L"The Maze",
        WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
        windowWidth, windowHeight, 0, CreateMainMenu(), hInstance, 0);
    HWND buttonNorth = CreateWindow(L"BUTTON", L"NORTH", WS_CHILD | WS_VISIBLE,
        10, 20, 150, 40, hwnd, (HMENU)NORTH_BUTTON_ID, hInstance, 0);
    HWND buttonSouth = CreateWindow(L"BUTTON", L"SOUTH", WS_CHILD | WS_VISIBLE,
        10, 60, 150, 40, hwnd, (HMENU)SOUTH_BUTTON_ID, hInstance, 0);
    HWND buttonEast = CreateWindow(L"BUTTON", L"EAST", WS_CHILD | WS_VISIBLE,
        10, 140, 150, 40, hwnd, (HMENU)EAST_BUTTON_ID, hInstance, 0);
    HWND buttonWest = CreateWindow(L"BUTTON", L"WEST", WS_CHILD | WS_VISIBLE,
        10, 100, 150, 40, hwnd, (HMENU)WEST_BUTTON_ID, hInstance, 0);
    UpdateWindow(hwnd);
    ShowWindow(hwnd, nCmdShow);
    MSG msg = { 0 };
    BOOL isRunning = true;
    while (isRunning) {
        while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) {
            if (msg.message == WM_QUIT)
                isRunning = false;
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        wc.hbrBackground = NULL;
        InvalidateRect(hwnd, NULL, FALSE);
        Sleep(10);
    }
    return 0;
}
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1 Reply

0 votes
by (71.8m points)

As member Retired Ninja said, you make compatible device context with the original one ( hdc in your case ), and create a bitmap compatible with your original device context ( bitmap size is equal to the size of your rectangle where you paint your stuff ).

Then select this newly created bitmap into compatible device context you just created and draw everything on it.

Then you just BitBlt(...) the compatible device context into original one.

Do not forget to perform proper cleanup in order to avoid GDI leaks.

Your code should look like this:

case WM_PAINT: 
    {
        // skipped the initialization part to preserve space
        // just copy those, they are irrelevant for your problem

        hdc = BeginPaint(hwnd, &ps);

        // create memory DC and memory bitmap where we shall do our drawing

        HDC memDC = CreateCompatibleDC( hdc );

        // get window's client rectangle. We need this for bitmap creation.
        RECT rcClientRectangle;
        GetClientRect( hwnd, &rcClientRect );

        // now we can create bitmap where we shall do our drawing
        HBITMAP bmp = CreateCompatibleBitmap( hdc, 
            rcClientRect.right - rcClientRect.left, 
            rcClientRect.bottom - rcClientRect.top );

        // we need to save original bitmap, and select it back when we are done,
        // in order to avoid GDI leaks!
        HBITMAP oldBmp = (HBITMAP)SelectObject( memDC, bmp );

        // now you draw your stuff in memory dc; 
        // just substitute hdc with memDC in your drawing code, 
        // like I did below:

        TextOut( memDC, //...
        TextOut( memDC, //...
        for (int i = 0; i < 20; i++) 
        {
            for (int j = 0; j < 20; j++) 
            {
                if (level1[j][i] == '1') 
                {
                    SetTextColor( memDC, //...
                    SetBkColor( memDC, //...
                    TextOut( memDC, //...
                }
                SetBkColor( memDC, //...
                if (level1[j][i] == '0') 
                {
                    SetTextColor( memDC, //...
                    TextOut( memDC, //...
                }
                SetTextColor( memDC, //...
                if (i == x && j == y)
                    TextOut( memDC, //...
                if (level1[j][i] == 'e')
                    TextOut( memDC, //...
            }
        }

        // OK, everything is drawn into memory DC, 
        // now is the time to draw that final result into our target DC

        BitBlt( hdc, 0, 0, rcClientRect.right - rcClientRect.left, 
            rcClientRect.bottom - rcClientRect.top, memDC, 0, 0, SRCCOPY );

        // all done, now we need to cleanup
        SelectObject( memDC, oldBmp ); // select back original bitmap
        DeleteObject( bmp ); // delete bitmap since it is no longer required
        DeleteDC( memDC );   // delete memory DC since it is no longer required

        EndPaint(hwnd, &ps);
        break;
    }

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