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📄 canvasframe.cpp

📁 《Visual C++游戏设计入门》的配套代码
💻 CPP
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// canvasFrame.cpp : implementation file
//

#include "stdafx.h"
#include "canvasr.h"
#include "canvasFrame.h"

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// canvasFrame
int x,y,i,x1=520,j;
unsigned char lim=0;
IMPLEMENT_DYNCREATE(canvasFrame, CFrameWnd)

canvasFrame::canvasFrame()
{
	Create(NULL,"绘图窗口");
	CClientDC dc(this);
	int width = dc.GetDeviceCaps(HORZRES);
	int height = dc.GetDeviceCaps(VERTRES);
	GetWindowRect( &rect );
	width = ( width - ( rect.right - rect.left ))/2 ;
	height = (height - (rect.bottom - rect.top ))/2 ;
	MoveWindow( width , height , (rect.right - rect.left ) , (rect.bottom - rect.top ) ,true);
	GetClientRect(&rect); 
	mdc = new CDC;       
	mdc1 = new CDC;
	limbmp = new CBitmap;
	bitmap = new CBitmap; 
	bgbmp = new CBitmap;  
	mdc1->CreateCompatibleDC(&dc);
	mdc->CreateCompatibleDC(&dc);  
	limbmp->CreateCompatibleBitmap(&dc,126,154);
	//建立与 dc 兼容的位图
	bgbmp->m_hObject = (HBITMAP)::LoadImage(NULL,"bground.bmp",IMAGE_BITMAP,rect.right,rect.bottom,LR_LOADFROMFILE); //载入背景图文件
	bitmap->m_hObject = (HBITMAP)::LoadImage(NULL,"crimer2.bmp",IMAGE_BITMAP,126,308,LR_LOADFROMFILE); //载入源位图文件
	mdc1->SelectObject(bgbmp);
	mdc->SelectObject(limbmp); //设定 mdc 内位图的内容
}

canvasFrame::~canvasFrame()
{
	delete mdc; //释放资源
	delete mdc1;
	delete bitmap; //释放资源
	delete bgbmp;
	delete limbmp;
}


BEGIN_MESSAGE_MAP(canvasFrame, CFrameWnd)
	//{{AFX_MSG_MAP(canvasFrame)
	ON_WM_TIMER()
	ON_WM_CREATE()
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// canvasFrame message handlers

canvasFrame::limpid(CDC *dc)
{
	limbmp->GetObject(sizeof(BITMAP),&bm);
	unsigned char *px = new unsigned char[bm.bmHeight*bm.bmWidthBytes]; //声明内存数组
	limbmp->GetBitmapBits(bm.bmHeight*bm.bmWidthBytes,px); //取得 limbmp 位图各像素点的 RGB 值存入 px 数组中
	for(y=0;y<bm.bmHeight;y++)
		for(x=0;x<bm.bmWidth;x++)
		{
			px[x*3+y*bm.bmWidthBytes] *= (1-lim);   
			px[x*3+1+y*bm.bmWidthBytes] *= (1-lim); 
			px[x*3+2+y*bm.bmWidthBytes] *= (1-lim);
		}
	mdc1->SelectObject(bgbmp);
	mdc->BitBlt(0,0,63,154,mdc1,x1,0,SRCCOPY); //取得部分背景图
	limbmp->GetObject(sizeof(BITMAP),&bm);
	unsigned char *px1 = new unsigned char[bm.bmHeight*bm.bmWidthBytes];  //声明内存数组
	limbmp->GetBitmapBits(bm.bmHeight*bm.bmWidthBytes,px1);
	for(y=0;y<bm.bmHeight;y++)
		for(x=0;x<bm.bmWidth;x++)
		{
			px1[x*3+y*bm.bmWidthBytes] = px1[x*3+y*bm.bmWidthBytes]*lim + px[i]; //将 B 色彩值乘以 50% 并与 px 相加
			px1[x*3+1+y*bm.bmWidthBytes] = px1[x*3+1+y*bm.bmWidthBytes]*lim + px[i+1];//将 G 色彩值乘以 50% 并与 px 相加
			px1[x*3+2+y*bm.bmWidthBytes] = px1[x*3+2+y*bm.bmWidthBytes]*lim + px[i+2];//将 R 色彩值乘以 50% 并与 px 相加
			i=i+3;
		}
	limbmp->SetBitmapBits(bm.bmHeight*bm.bmWidthBytes,px1); //重设 limbmp 的内容
	mdc->SelectObject(limbmp);  //选择 limbmp 到mdc中
	i=0;
	delete px;
	delete px1;
}

void canvasFrame::OnTimer(UINT nIDEvent) 
{
	CFrameWnd::OnTimer(nIDEvent);
	CClientDC dc(this);
	dc.BitBlt(0,0,rect.right,rect.bottom,mdc1,0,0,SRCCOPY);
	//贴上背景图
	mdc->BitBlt(0,0,63,154,mdc1,x1,0,SRCCOPY);
	//选择部分背景图到 mdc 中
	mdc1->SelectObject(bitmap); //选择人物图
	if(j%2==0)
	{
		mdc->BitBlt(0,0,63,154,mdc1,63,0,SRCAND);
		mdc->BitBlt(0,0,63,154,mdc1,0,0,SRCPAINT);
	}
	else
	{
		mdc->BitBlt(0,0,63,154,mdc1,63,154,SRCAND);
		mdc->BitBlt(0,0,63,154,mdc1,0,154,SRCPAINT);
	}
	limpid(&dc);  //调用半透明处理的自定义函式
	dc.BitBlt(x1,0,63,154,mdc,0,0,SRCCOPY);
	//贴上半透明图
	x1-=25;        //改变 x 坐标
	j++;
	if(lim > 1)
		KillTimer(nIDEvent);
	lim+=0.05;     //改变透明度
}

int canvasFrame::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CFrameWnd::OnCreate(lpCreateStruct) == -1)
		return -1;
	SetTimer(1,500,NULL);
	// TODO: Add your specialized creation code here
	return 0;
}

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