예제 #1
0
파일: PlatWin.cs 프로젝트: sgryjp/azuki
        /// <summary>
        /// Begin using off-screen buffer and cache drawing which will be done after.
        /// </summary>
        /// <param name="paintRect">painting area (used for creating off-screen buffer).</param>
        public void BeginPaint(Rectangle paintRect)
        {
            Debug.Assert(_MemDC == IntPtr.Zero, "invalid state; _MemDC must be IntPtr.Zero.");
            Debug.Assert(_MemBmp == IntPtr.Zero, "invalid state; _MemBmp must be IntPtr.Zero.");

            // create offscreen from the window DC
            _MemDC     = WinApi.CreateCompatibleDC(_DC);
            _MemBmp    = WinApi.CreateCompatibleBitmap(_DC, paintRect.Width, paintRect.Height);
            _Offset    = paintRect.Location;
            _MemDcSize = paintRect.Size;
            _OrgMemBmp = WinApi.SelectObject(_MemDC, _MemBmp);
        }
예제 #2
0
파일: PlatWin.cs 프로젝트: sgryjp/azuki
        /// <summary>
        /// End using off-screen buffer and flush all drawing results.
        /// </summary>
        public void EndPaint()
        {
            Debug.Assert(_MemDC != IntPtr.Zero, "invalid state; EndPaint was called before"
                         + " BeginPaint.");
            const uint SRCCOPY = 0x00CC0020;

            // flush cached graphic update
            WinApi.BitBlt(_DC, _Offset.X, _Offset.Y, _MemDcSize.Width, _MemDcSize.Height,
                          _MemDC, 0, 0, SRCCOPY);
            RemoveClipRect();

            // dispose resources used in off-screen rendering
            WinApi.SelectObject(_MemDC, _OrgMemBmp);
            WinApi.DeleteDC(_MemDC);
            _MemDC = IntPtr.Zero;
            SafeDeleteObject(_MemBmp);
            _MemBmp = IntPtr.Zero;

            // reset graphic coordinate offset
            _Offset.X = _Offset.Y = 0;
        }