/// <para>Changes the current bitmap with a custom opacity level. Here is where all happens!</para> public void SetBitmap(Bitmap bm, byte opacity) { if (bm.PixelFormat != PixelFormat.Format32bppArgb) { throw new ApplicationException("The bitmap must be 32ppp with alpha-channel."); } // The idea of this is very simple, // 1. Create a compatible DC with screen; // 2. Select the bitmap with 32bpp with alpha-channel in the compatible DC; // 3. Call the UpdateLayeredWindow. var screenDc = Win32.GetDC(IntPtr.Zero); var memDc = Win32.CreateCompatibleDC(screenDc); var hBitmap = IntPtr.Zero; var oldBitmap = IntPtr.Zero; try { hBitmap = bm.GetHbitmap(Color.FromArgb(0)); // grab a GDI handle from this GDI+ bitmap oldBitmap = Win32.SelectObject(memDc, hBitmap); var size = new Win32.Size(bm.Width, bm.Height); var pointSource = new Win32.Point(0, 0); var topPos = new Win32.Point(Left, Top); var blend = new Win32.BLENDFUNCTION { BlendOp = Win32.AC_SRC_OVER, BlendFlags = 0, SourceConstantAlpha = opacity, AlphaFormat = Win32.AC_SRC_ALPHA }; Win32.UpdateLayeredWindow(Handle, screenDc, ref topPos, ref size, memDc, ref pointSource, 0, ref blend, Win32.ULW_ALPHA); } finally { Win32.ReleaseDC(IntPtr.Zero, screenDc); if (hBitmap != IntPtr.Zero) { Win32.SelectObject(memDc, oldBitmap); //Windows.DeleteObject(hBitmap); // The documentation says that we have to use the Windows.DeleteObject... but since there is no such method I use the normal DeleteObject from Win32 GDI and it's working fine without any resource leak. Win32.DeleteObject(hBitmap); } Win32.DeleteDC(memDc); } }
/// <para>Changes the current bitmap with a custom opacity level. Here is where all happens!</para> public void SetBitmap(Bitmap bitmap, byte opacity) { if (bitmap.PixelFormat != PixelFormat.Format32bppArgb) throw new ApplicationException("The bitmap must be 32ppp with alpha-channel."); // The idea of this is very simple, // 1. Create a compatible DC with screen; // 2. Select the bitmap with 32bpp with alpha-channel in the compatible DC; // 3. Call the UpdateLayeredWindow. IntPtr screenDc = Win32.GetDC(IntPtr.Zero); IntPtr memDc = Win32.CreateCompatibleDC(screenDc); IntPtr hBitmap = IntPtr.Zero; IntPtr oldBitmap = IntPtr.Zero; try { hBitmap = bitmap.GetHbitmap(Color.FromArgb(0)); // grab a GDI handle from this GDI+ bitmap oldBitmap = Win32.SelectObject(memDc, hBitmap); Win32.Size size = new Win32.Size(bitmap.Width, bitmap.Height); Win32.Point pointSource = new Win32.Point(0, 0); Win32.Point topPos = new Win32.Point(Left, Top); Win32.BLENDFUNCTION blend = new Win32.BLENDFUNCTION(); blend.BlendOp = Win32.AC_SRC_OVER; blend.BlendFlags = 0; blend.SourceConstantAlpha = opacity; blend.AlphaFormat = Win32.AC_SRC_ALPHA; Win32.UpdateLayeredWindow(Handle, screenDc, ref topPos, ref size, memDc, ref pointSource, 0, ref blend, Win32.ULW_ALPHA); } finally { Win32.ReleaseDC(IntPtr.Zero, screenDc); if (hBitmap != IntPtr.Zero) { Win32.SelectObject(memDc, oldBitmap); //Windows.DeleteObject(hBitmap); // The documentation says that we have to use the Windows.DeleteObject... but since there is no such method I use the normal DeleteObject from Win32 GDI and it's working fine without any resource leak. Win32.DeleteObject(hBitmap); } Win32.DeleteDC(memDc); } }