一、根据当前的需要来继承相应的控件,已便减少重复开发
一般继承 DoPaint来写,若需要在最上层显示的,则要继承DoPostPaint()
例读取图片旋转显示,配合GDI+来,注意Gdiplus::Bitmap的构造函数,本例PNG,使用PixelFormat32bppPARGB
bool RotateAnimation::DoPaint(HDC hDC, const RECT& rcPaint, CControlUI* pStopControl)
{
Gdiplus::PointF centerPos(m_rcItem.left + GetWidth()/ 2, m_rcItem.top + GetHeight()/ 2);
Gdiplus::Graphics graphics(hDC);
//graphics.SetSmoothingMode(SmoothingModeAntiAlias);
graphics.TranslateTransform(centerPos.X, centerPos.Y);
graphics.RotateTransform(m_fCurAngle);
graphics.TranslateTransform(-centerPos.X, -centerPos.Y);
const TImageInfo* imgInfo = GetManager()->GetImageEx(m_diBk.sImageName);
BITMAP bmp;
GetObject(imgInfo->hBitmap, sizeof(BITMAP), &bmp);
Gdiplus::Bitmap gdi_bmp(imgInfo->nX, imgInfo->nY, imgInfo->nX * 4, PixelFormat32bppPARGB, (BYTE*)bmp.bmBits);
graphics.DrawImage(&gdi_bmp, m_rcItem.left, m_rcItem.top, GetWidth(), GetHeight());
return true;
}
}
再细看一下DoPostPaint,首先要加入m_aPostPaintControls这个数组,在所有控件都被paint完成后,最后调用之,所以,它比DoPaint更在最上层
查看Duilib的源码的时候,都可以看到
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