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📄 cooleffectu.pas

📁 DelphiWin32核心API参考光盘内容.是学习书籍中的源码,便于学习.
💻 PAS
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unit CoolEffectU;

interface

uses
  Windows, Messages, SysUtils, Classes, Graphics, Controls, Forms, Dialogs,
  ExtCtrls;

type
  TForm1 = class(TForm)
    Image1: TImage;
    Timer1: TTimer;
    procedure FormPaint(Sender: TObject);
    procedure FormCreate(Sender: TObject);
    procedure Timer1Timer(Sender: TObject);
    procedure FormDestroy(Sender: TObject);
  private
    { Private declarations }
    procedure DrawEffect;
  public
    { Public declarations }
  end;

var
  Form1: TForm1;
  Offset: Integer;               // bitmap offset counter
  Buffer, TileBitmap: TBitmap;   // offscreen and texture bitmaps

implementation

{$R *.DFM}

procedure TForm1.FormPaint(Sender: TObject);
begin
  {draw a frame of the effect}
  DrawEffect;
end;

procedure TForm1.FormCreate(Sender: TObject);
begin
  {initialize the offset counter}
  Offset := 0;

  {create an offscreen buffer the size of the form's client area}
  Buffer := TBitmap.Create;
  Buffer.Width  := ClientWidth;
  Buffer.Height := ClientHeight;

  {create and load the texture bitmap used in the letters}
  TileBitmap := TBitmap.Create;
  TileBitmap.LoadFromFile(ExtractFilePath(ParamStr(0))+'Tile.bmp');
end;

procedure TForm1.FormDestroy(Sender: TObject);
begin
  {free the offscreen and texture bitmaps}
  Buffer.Free;
  TileBitmap.Free;
end;

procedure TForm1.Timer1Timer(Sender: TObject);
begin
  {increment the offset counter}
  Inc(Offset);

  {if the offset is larger than the texture bitmap (64 pixels), reset it}
  if Offset>63 then
    Offset := 0;

  {draw a frame of the effect}
  DrawEffect;
end;

procedure TForm1.DrawEffect;
var
  iCount: Integer;           // a general loop counter
  ClipRgn: HRGN;             // holds the region
begin
  {begin a path bracket}
  BeginPath(Canvas.Handle);

  {output some text, defining the path as the interior of the text}
  SetBkMode(Canvas.Handle, TRANSPARENT);
  TextOut(Canvas.Handle, 10, 60, 'DELPHI', 6);

  {end the path bracket}
  EndPath(Canvas.Handle);

  {convert the path into a region, and select this region as the offscreen
   buffer's clipping region}
  ClipRgn := PathToRegion(Canvas.Handle);
  SelectClipRgn(Buffer.Canvas.Handle, ClipRgn);

  {draw the texture bitmap into the area defined by the region.  it will get
   clipped to the interior of the letters}
  for iCount := 0 to 4 do
    Buffer.Canvas.Draw(iCount*64-Offset, 60, TileBitmap);

  {delete the clipping region of the offscreen buffer}
  SelectClipRgn(Buffer.Canvas.Handle, 0);

  {reset the clipping region of the offscreen buffer, this time defining the
   clipping region as the area outside of the letters}
  ExtSelectClipRgn(Buffer.Canvas.Handle, ClipRgn, RGN_DIFF);

  {draw the image of the Earth onto the offscreen buffer. the previously drawn
   letters will not be obscured by the bitmap, as they are protected by the
   current clipping region}
  Buffer.Canvas.Draw(0, 0, Image1.Picture.Bitmap);

  {draw the offscreen buffer to the form. this eliminates flicker and is an
   animation technique known as double buffering}
  Canvas.Draw(0, 0, Buffer);
end;




end.

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