/// <summary> /// Create a compatible memory HDC from the given HDC.<br/> /// The memory HDC can be rendered into without effecting the original HDC.<br/> /// The returned memory HDC and <paramref name="dib"/> must be released using <see cref="ReleaseMemoryHdc"/>. /// </summary> /// <param name="hdc">the HDC to create memory HDC from</param> /// <param name="width">the width of the memory HDC to create</param> /// <param name="height">the height of the memory HDC to create</param> /// <param name="dib">returns used bitmap memory section that must be released when done with memory HDC</param> /// <returns>memory HDC</returns> public static IntPtr CreateMemoryHdc(IntPtr hdc, int width, int height, out IntPtr dib, out IntPtr ppvBits) { // Create a memory DC so we can work off-screen IntPtr memoryHdc = MyWin32.CreateCompatibleDC(hdc); MyWin32.SetBkMode(memoryHdc, 1); // Create a device-independent bitmap and select it into our DC var info = new Win32.BitMapInfo(); info.biSize = Marshal.SizeOf(info); info.biWidth = width; info.biHeight = -height; info.biPlanes = 1; info.biBitCount = 32; info.biCompression = 0; // BI_RGB dib = MyWin32.CreateDIBSection(hdc, ref info, 0, out ppvBits, IntPtr.Zero, 0); MyWin32.SelectObject(memoryHdc, dib); return(memoryHdc); }
public void SetBackTransparent(bool value) { //public const int _SetBkMode_TRANSPARENT = 1; //public const int _SetBkMode_OPAQUE = 2; MyWin32.SetBkMode(memHdc, value ? 1 : 2); }