Possible Duplicate:
Draw on screen with GDI+ (or GDI) similar to Inspect
I'm attempting to write a snake game that has no windows, but freezes the foreground and draws the snake on top of it. When the game ends the foreground should be unfrozen.
I have written some testing code that is supposed to draw a square on the foreground, but all it seems to do is freeze the desktop for a second and freeze the window in the foreground until I minimize, maximize, close it, or bring another window into the foreground, and it doesn't draw anything. In the code, I try to store a bitmap of the desktop so that I can essentially reset it to it's original state and paint the square in a different position. Can anybody spot the problem with my code?
//Handle to the desktop window
HWND hDesktopWindow = GetDesktopWindow();
//Lock the window to prevent other applications drawing on it
if(!LockWindowUpdate(hDesktopWindow)){
return 1;
}
//Calling GetDC with argument NULL retrieves the desktop's DC
HDC hdcDesktop = GetDCEx(hDesktopWindow, NULL, DCX_CACHE | DCX_LOCKWINDOWUPDATE);
//Create a compatible DC to allow us to store a bitmap of the desktop
HDC hdcCompatible;
if((hdcCompatible = CreateCompatibleDC(hdcDesktop)) == NULL){
return 1;
}
//Create a compatible bitmap with the same dimensions as the desktop
HBITMAP hScrBitmap;
int cx = GetSystemMetrics(SM_CXSCREEN);
int cy = GetSystemMetrics(SM_CYSCREEN);
if((hScrBitmap = CreateCompatibleBitmap(hdcDesktop, cx, cy)) == NULL){
return 1;
}
//Select the bitmap into the compatible DC
SelectObject(hdcCompatible, hScrBitmap);
//Copy the Desktop into the bitmap
if(!BitBlt(hdcCompatible, 0, 0, cx, cy, hdcDesktop, 0, 0, SRCCOPY)){
return 1;
}
//Create a DC compatible with the bitmaps DC for drawing the rectangle
HDC hdcRectangle;
if(!CreateCompatibleDC((HDC)hScrBitmap)){
return 1;
}
//Create a compatible bitmap for the rectangle to be drawn in
HBITMAP hRectangleBitmap;
if(!CreateCompatibleBitmap(hdcRectangle, 100, 100)){
return 1;
}
//Fill the rectangle bitmap
if(!FloodFill(hdcRectangle, 0, 0, RGB(255,0,0))){
return 1;
}
//Copy the rectangle onto the desktop bitmap
if(!BitBlt(hdcCompatible, 100, 100, 100, 100, hdcRectangle, 0, 0, SRCCOPY)){
return 1;
}
//Copy the bitmap onto the actual desktop
if(!BitBlt(hdcDesktop, 0, 0, cx, cy, hdcCompatible, 0, 0, SRCCOPY)){
return 1;
}
//Allow time to view the result
Sleep(1000);
//Allow other applications to draw on the desktop again
LockWindowUpdate(NULL);
//Cleanup
ReleaseDC(hDesktopWindow, hdcDesktop);
DeleteDC(hdcCompatible);
DeleteObject(hScrBitmap);
Any help would be greatly appreciated :)
Trying to do this directly on the desktop is going to be problematic. You'd be better off by taking a snapshot of the desktop, then create a window that's the size of the whole desktop, copy the snapshot to the window, and do all your drawing there. (This was a common trick done in old screensavers that did things like "erode" the desktop.)
You don't own the desktop window, so you'll always have problems with invalidation and repaints.
if(!CreateCompatibleDC((HDC)hScrBitmap)){
return 1;
}
When you write C code like this then a single-point-of-return tends to be very important. A call like this is going to return FALSE, can't cast a HBITMAP to HDC, and the show is over badly. No diagnostic and no call to unlock again.
Favor the C++ RAII pattern to ensure that you always unlock:
class DesktopLocker {
public:
DesktopLocker() { LockWindowUpdate(GetDesktopWindow()); }
~DesktopLocker() { LockWindowUpdate(NULL); }
};
void foo() {
DesktopLocker lock;
// etc...
}
There's not much wisdom of painting directly to the desktop window, there's little guarantee that whatever you draw will last. Sleeping and locking updates are just band-aids. Take a look at the source of Rainmeter, it's well done.
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