Graphics Device Interfaces

Graphics Device Interfaces (GDI) is an important part of a GUI system. Through GDI, the GUI application can execute graphics output on the screen or other display devices, including basic painting and text output. In this chapter and the two sequent chapters, we will describe in detail the important concepts of GDI, the methods of graphics programming and the main GDI functions of MiniGUI, and will illustrate the use of important functions with example.

Architecture of MiniGUI Graphics System

GAL and GDI

In order to separate the bottom layer graphics device and the top layer graphics interface so as to increase the portability of the MiniGUI graphics system, MiniGUI introduces the concept of Graphics Abstract Layer (GAL). GAL defines a group of abstract interfaces, which do not depend on any special hardware, and all the top layer graphics operation are based on these abstract interfaces. The bottom layer code used to realize this abstract interface is called “graphics engine”, similar to the driver in an operating system. Using GAL, MiniGUI can run on may existed graphics function libraries, and can be readily port to other POSIX systems, only requiring to realize the new graphics engine according to our abstract layer interfaces. For example, in a system based on Linux, we can create general MiniGUI graphics engine based on Linux FrameBuffer driver. In fact, the native graphics engine included in MiniGUI 1.0.00 version is the graphics engine based on Linux FrameBuffer. Generally speaking, all the embedded systems based on Linux will provide FrameBuffer support so that the native graphics engine can be run on either a common PC or a special embedded system.

New GAL

MiniGUI version 1.1.0 makes much improvement to GAL and GDI, introducing new GAL and GDI interfaces and functions.

In the old GAL and GDI design, GAL can be considered as the graphics driver of GDI, and many graphics operations, for example drawing point, drawing line, filling rectangle, and bitmap operations, etc., are implemented through the corresponding function of GAL. The biggest problem of this design is GDI cannot be extended. For example, in order to add the ellipse drawing function, it is needed to realize the ellipse painting function in each engine. Moreover, it is the clipping region, which GDI manages, while GAL engine is based on clipping rectangle. This method also causes that GDI function cannot optimize the painting. Therefore, in the interface design of new GAL and GDI, we make restriction to GAL interface, and make many graphics input functions which are previous completed by GAL engine to be completed in top layer GDI functions. The function partition of New GAL (NEWGAL) and new GDI (NEWGDI) are as follow:

  • NEWGAL is responsible for initializing the video device, and managing the use of video memory;

  • NEWGAL is responsible for providing top layer GDI with linear video memory which is mapped into process address space, and other information such as palette;

  • NEWGAL is responsible for realizing fast bit block operation, including rectangle filling and blitting operation, etc., and using hardware acceleration function in possible cases;

  • NEWGDI function realizes advanced graphics function, including point, line, circle, ellipse, arc, spine curve, and further advanced logical pen and logical brush, and implements acceleration function by calling NEWGAL interface when it is necessary;;

  • Although some video devices also provide hardware support for the advanced graphics functions mentioned above, however, considering other factors, these hardware acceleration functions are not provided by NEWGAL interface, but are all realized by software.。

Thus, the main painting function realized by NEWGAL is limited to bit block operation, for example, rectangle filling and bit blitting operation; and other advanced graphics functions are all realized by NEWGDI functions.

The interface of NEWGAL can effectively use video memory in video card, and sufficiently use the hardware acceleration function. As we know, current video cards commonly have more than 4MB video memory, and not all the video memory will be used in a common display mode. Therefore, NEWGAL engine can manage this unused video memory, and allocate it to the application. Thus, it is realized to save the use of system memory on one hand, and sufficiently use the acceleration function provided by video card so that it can perform fast bit block operation between different video memory areas, i.e. blitting, on the other hand.

When top layer NEWGDI interface is creating a memory DC device, it will allocate memory from video memory, and will consider to use the system memory when if it is not successful. Thus, if NEWGAL engine provides hardware acceleration function, blitting operation (i.e., GDI function BitBlt) will be run in the fastest speed between two different DC devices. Further, if the hardware supports transparent or alpha blending function, the transparent or alpha blending blitting operation will also be run in the fastest speed. NEWGAL interface can automatically use these hardware acceleration functions according to the acceleration ability of the bottom layer engine. The hardware acceleration abilities currently supported mainly include: rectangle filling, normal blitting operation, transparent and alpha blending blitting operation, etc. Certainly, if the hardware does not support these acceleration functions, NEWGAL interface can also realize these functions by software. Currently, the video cards which provide above hardware acceleration function through NEWGAL and FrameBuffer include: Matrox, and 3DFX, etc.

GDI interface based on NEWGAL are partially compatible with old GDI, but we provide some advanced functions based on NEWGAL. We will describe advanced GDI interfaces based on NEWGAL in Chapter 15.

Painting and Updating of a Window

When Painting a Window?

The application uses the window as the main output device, i.e., the MiniGUI application paints only within its window.

MiniGUI manages the display output on the entire screen. If the window content should be repaint due to actions such as window movement, MiniGUI puts a flag to the area in the window to be updated, and then sends a MSG_PAINT message to the corresponding window. The application must perform necessary painting to update the window when receiving this message. If the window content changed is caused by the application itself, the application can make a flag to the window area to be updated, and generate a MSG_PAINT message.

If it is needed to paint within a window, the application needs to get the device context handle of this window first. Most painting operations of the application are executed during handling MSG_PAINT. At this time, the application gets the device context handle by calling BeginPaint function. If a certain operation of the application is required to respond immediately, for example to handle the keyboard and mouse messages, it can execute painting immediately without waiting MSG_PAINT message. The application can get the device context handle by calling GetDC or GetClientDC when painting at other time.

MSG_PAINT Message

Usually, the application executes the window painting when receiving MSG_PAINT message. If the change of the window influences the content in the client area, or the invalid region of the window is not NULL, MiniGUI will send a MSG_PAINT message to the corresponding window procedure.

When receiving MSG_PAINT message, the application should call BeginPaint function to get the device context handle, and use it to call GDI functions to execute painting which is necessary for updating the client area. After finishing painting, the application should call EndPaint function to release the device context handle.

BeginPaint function is used to complete the preparing work before painting the window. It first gets the device context of the window client area by calling GetClientDC function, and sets the clipping region of the device context to be the current invalid region of the window. Only those regions, which have, be changed need to be repainted, and any attempt to painting outside the clipping region will be clipped and will not be shown on the screen. In order not to influence the painting operation, BeginPaint function hides the caret. Finally, BeginPaint clears the invalid region of the window to prevent generating continually MSG_PAINT message, and then returns the gotten device context handle.

lParam parameter of MSG_PAINT message is the pointer to the window invalid region, and the application can use the information of the window invalid region to optimize painting, for example, limiting painting within the window invalid region. If the application output is simple, you can paint in the whole window and ignoring the invalid region, and let MiniGUI clips the unnecessary painting outside the clipping region so that only the painting within the invalid region is visible.

The application should call EndPaint function to end the whole painting process after finishing painting. The main work of EndPaint function is to call ReleaseDC function to release the device context gotten by GetClientDC function; in addition, it shows the caret hidden by BeginPaint function.

Valid and Invalid Region

Updating region (invalid region) is referred to the region in the window, which is outdated or invalid and need to be repainted. MiniGUI generates MSG_PAINT message for the application according to the region needed to be updated, and the application can also generates MSG_PAINT message by setting invalid region.

The application can use InvalidateRect function to invalidate a certain rectangular region of the window. The prototype of this function is as follows:

BOOL GUIAPI InvalidateRect (HWND hWnd, const RECT* prc, BOOL bEraseBkgnd)

The meaning of the arguments is as follows:

hWnd        the handle of the window needed to be updated
prc          pointer to invalid rectangle
bEraseBkgnd  whether to clear the window background

InvalidateRect function adds the specified rectangle to the updating region. This function combines the specified rectangle and the previous updating region of the application window, and then posts a MSG_PAINT message to the message queue of this window.

If bEraseBkgnd is TRUE, the application window will receive a MSG_ERASEBKGND message, and the window procedure can handle this message and automatically clear the window background. If the application does not handle MSG_ERASEBKGND message, but passes it to DefaultMainWinProc, the default handling of MSG_ERASEBKGND by MiniGUI is to erase the background with the background color of the window.

The window background is referred to the color and style used to fill the client area before painting the window. The window background may cover the previous content in the client area of the window, and make the program output not disturbed by the existed content on the screen.

lParam parameter of MSG_ERASEBKGND message includes a RECT structure pointer, indicating the rectangle, which should be erased. The application can use this parameter to paint the window background. After finishing painting, the application can directly return zero without calling DefaultMainWinProc for default message handling. The example related to handling MSG_ERASEBKGND message can be referred to the related sections of Chapter 3 of this guide.

Graphics Device Context

Abstraction of Graphics Device

The application usually calls the painting primitives provided by the graphics system to paint on a graphics context. The context is an object, which notes the graphics properties used by painting primitives. These properties usually include:

  • Foreground color (pen), the pixel value or the image used when drawing lines.

  • Background color or filling bitmap (brush), the pixel value or image used by painting primitives when filling.

  • Painting mode, which describes how the foreground color and the exited screen color are combined. The usual option is to cover the existed screen content or execute “XOR” bit logical operation with the painting color and the screen color. XOR mode makes the painting object able to be reappeared through repainting.

  • Filling mode, which describes how the background color or image and the screen color are combined. The usual option is transparent, i.e. ignoring the background and reserving the existed screen content.

  • Color mask, which is a bitmap, used to determine the style of the influence on the screen pixel by the painting operation.

  • Pen style, the width, the cap shape, and the joint type when drawing line.

  • Font, which usually corresponds to a group of bitmaps for a certain character set, and is used by text output functions. Specifying the properties such as size, style, and character set usually chooses font.

  • Painting region, which is in concept a viewport with arbitrary size and position mapped to the window. Changing its origin can move the viewport. The system sometimes allows the viewport to be scaled.

  • Clipping region. A painting primitive is valid only when it outputs within the clipping region. The output outside the clipping region will be clipped. The clipping region is mainly used in repainting window, and consists of the invalid regions of the window. The application can adjust the clipping region.

  • Current position, for example, you can use painting primitives such as MoveTo and LineTo to draw a line.

MiniGUI adopts the concept of graphics device context (DC) commonly used in GUI systems such as Windows and X Window. Each graphics device context defines a rectangular displaying output region and its related graphics properties in graphics output device or memory. When calling the graphics output function, an initialized graphics device context needs to be specified. That is to say, all the painting operations must work in a certain graphics device context.

From the point view of a program, an initialized graphics device context defines a graphics device environment, determines some basic properties of the graphics operations on it thereafter, and keeps these properties until they are changed. These properties include: the line color, filling color, font color, font shape, and so on. However, from the point view of GUI system, the meanings presented by a graphics device context are more complex, and at least include the following contents:

  • Information of the device in which the device context is (display mode, color depth, and layout of video memory, etc.);

  • Information of the window presented by this device context and the clipping region of this window by other windows (called “global clipping region” in MiniGUI);

  • Basic operation functions of this context (point, line, polygon, filling, block operations, etc.), and its context information;

  • Local information set by the program (painting property, mapping relationship, and local clipping region, etc.).

When you want to paint on a graphics output device (e.g. the monitor screen), you must first get a device context handle and take it as a parameter in GDI function to identify the graphics device context to be used when painting.

The device context includes many current properties to determine how GDI function works on the device. These properties make that the parameter transferred to GDI function may only include the starting coordinate or size information and need not include the other information required for displaying an object, since this information is a part of the device context. When you want to change on of these properties, you can call a function which can change the device context property, and GDI function calling for this device context will use the changed property.

The device context is actually a data structure managed internally in GDI. The device context is related to the specified displaying device. Some values in the device context are graphics properties. These properties define some special contents of the working status of some GDI painting functions. For example, for TextOut function, the property of the device context determines the text color, background color, the mapping manner of the x-coordinate and y-coordinate to the window client area, and the font used for displaying the text.

When the program needs to paint, it must first get a device context handle. The device context handle is a value presenting a device context, and the GDI functions use this handle.

Getting and Releasing of Device Context

In MiniGUI, all the functions related to painting need a device context. When the program needs to paint, it must first get a device context handle. When the program finishes painting, it must release the device context handle. The program must get and release the handle during handling a single message. That is to say, if the program gets a device context handle when handing a message, it must release this device context handle before it finishes handling this message and quits the window procedure function.

One of the commonly used methods for getting and releasing the device context is through BeginPaint and EndPaint functions. The prototypes of these two functions are as follow (minigui/window.h):

HDC GUIAPI BeginPaint(HWND hWnd);
void GUIAPI EndPaint(HWND hWnd, HDC hdc);

It should be noted that these two functions can only be called when handling MSG_PAINT message. Then handling of MSG_PAINT message has usually the following form:

MSG_PAINT:
    HDC hdc = BeginPaint (hWnd);
    /* use GDI functions to piant */
    EndPaint (hWnd, hdc);
    return 0;
}

BeginPaint takes the window handle hWnd according to the window procedure function as its argument, and returns a device context handle. Then GDI function can use this device context handle for graphics operations.

In a typical graphics user interface environment (including MiniGUI), the application is usually paint text and graphics in the client area of the window. However, the graphics system does not ensure the painting content in the client area be kept all the time. If the client area of this program window is overlaid by another window, the graphics system will not reserve the content of the overlaid window region and leave repainting of the window to the application. When needing to recover some contents of the window, the graphics system usually informs the program to update this part of client area. MiniGUI informs the application to perform the painting operation of the window client area by sending MSG_PAINT message to the application. If program consider it is necessary to update the content of client area, it can generate a MSG_PAINT message on its own, so that client area is repainted。

Generally speaking, in the following case, window procedure will receive a MSG_PAINT message:

  • When the user moves or shows a window, MiniGUI sends MSG_PAINT message to the previously hidden window.

  • When the program uses InvalidateRect function to update the invalid region of the window, a MSG_PAINT message will be generated;

  • The program calls UpdateWindow function to redraw the window;

  • The dialog box or message box over a window is destroyed;

  • Pull down or popup menu is disappeared.

In some cases, MiniGUI saves some overlaid displaying area, and recovers them when necessary, for example the mouse cursor moving.

In usual cases, the window procedure function needs only to update a part of the client area. For example, a dialog box overlays only a part of the client area of a window; when the dialog box destroyed, redrawing of the part of the client area previously overlaid by the dialog box is needed. The part of the client area needed to be repainted called “invalid region”.

MiniGUI gets the client area device context through GetClientDC in BeginPaint function, and then selects the current invalid region of the window to be the clipping region of the window. While EndPaint function clears the invalid region of the window, and release the device context.

Because BeginPaint function selects the invalid region of the window to the device context, you can improve the handling efficiency of MSG_PAINT through some necessary optimizations. For example, if a certain program wants fill some rectangles in the window client area; it can handle as follows in MSG_PAINT function:

MSG_PAINT:
{
    HDC hdc = BeginPaint (hWnd);

    for (j = 0; j < 10; j ++) {
        if (RectVisible  (hdc, rcs + j)) {
            FillBox (hdc, rcs[j].left, rcs[j].top, rcs [j].right, rcs [j].bottom);
        }
    }

    EndPaint (hWnd, hdc);
    return 0;
}

Thereby unnecessary redrawing operation can be avoided, and the painting efficiency is improved.

The device context can be gotten and released through GetClientDC and ReleaseDC function. The device context gotten by GetDC is for the whole window, while the device context gotten GetClientDC is for the client area of the window. That is, for the device context gotten by the former function, its origin is located in upper-left corner of the window, and its output is clipped within the window area. For the device context gotten by the latter function, its origin is located in upper-left corner of the window client area, and its output is limited within the range of the window client area. GetSubDC function can get the son DC of pointed DC, and the son DC includes only a limited area of the pointed DC. Following are the prototypes of these four functions (minigui/gdi.h):

HDC GUIAPI GetDC (HWND hwnd);
HDC GUIAPI GetSubDC (HDC hdc, int off_x, int off_y, int width, int height);
HDC GUIAPI GetClientDC (HWND hwnd);
void GUIAPI ReleaseDC (HDC hdc);

GetDC, GetSubDC and GetClientDC get a currently unused device context form some DCs reserved by the system. Therefore, the following two points should be noted:

  • After finishing using a device context gotten by GetDC, GetSubDC or GetClientDC, you should release it as soon as possible by calling ReleaseDC.

  • Avoid using multiple device contexts at the same time, and avoid calling GetDC, GetSubDC and GetClientDC in a recursive function.

For programming convenience and improving the painting efficiency, MiniGUI also provides functions to set up private device context. The private device context is valid in the whole life cycle of the window, thereby avoiding the getting and releasing process. The prototypes of these functions are as follow:

HDC GUIAPI CreatePrivateDC (HWND hwnd);
HDC GUIAPI CreatePrivateSubDC(HDC hdc, int off_x, int off_y, int width, int height);
HDC GUIAPI CreatePrivateClientDC (HWND hwnd);
HDC GUIAPI GetPrivateClientDC (HWND hwnd);
void GUIAPI DeletePrivateDC (HDC hdc);

When creating a main window, if WS_EX_USEPRIVATEDC style is specified in the extended style of the main window, CreateMainWindow function will automatically set up a private device context for the window client area. You can get a device context through GetPrivateClientDC function. For a control, if the control class has CS_OWNDC property, all the controls belonging to this control class will automatically set up a private device context. DeletePrivateDC function is used to delete the private device context. For the two cases above, the system will automatically call DeletePrivateDC function when destroy the window.

Saving and Restoring of Device Context

The device context can be saved and restored through SaveDC and RestoreDC function. The prototypes of these two functions are as follow (minigui/gdi.h):

int GUIAPI SaveDC (HDC hdc);
BOOL GUIAPI RestoreDC (HDC hdc, int saved_dc);

Device Context in Memory

MiniGUI also provides the creating and destroying function of the device context in memory. Using the memory device context, you can set up a region similar to the video memory in the system memory, perform painting operations in this region, and copy to the video memory when finishing painting. There are many advantages using this painting method, e.g. fast speed, reducing the blinking phenomenon caused by direct operation on the video memory, etc. The prototypes of the function used to create and destroy the memory device context are as follow (minigui/gdi.h):

HDC GUIAPI CreateCompatibleDCEx (HDC hdc, int width, int height);
#define CreateCompatibleDC(hdc) CreateCompatibleDCEx(hdc, 0, 0)

void GUIAPI DeleteMemDC (HDC mem_dc);
#define DeleteCompatibleDC(hdc) DeleteMemDC(hdc)

In order to realize the special effects like Apple, MiniGUI add a dual buffer function of main window. When creating Main window, if the extending style of main window is pointing WS_EX_AUTOSECONDARYDC style, MiniGUI will call CreateSecondaryDC function to create memory DC Compatible to DC of main window, then set memory DC into main window by SetSecondaryDC function to realize types of UI special effects. When the main window with WS_EX_AUTOSECONDARYDC style is being destroyed, DeleteSecondaryDC function will be called to release memory DC. The prototypes of the functions are as following:

HDC GUIAPI CreateSecondaryDC (HWND hwnd);
HDC GUIAPI SetSecondaryDC (HWND hwnd, HDC secondary_dc, ON_UPDATE_SECONDARYDC on_update_secondarydc);
HDC GUIAPI GetSecondaryDC (HWND hwnd);
HDC GUIAPI GetSecondaryClientDC (HWND hwnd);
void GUIAPI ReleaseSecondaryDC (HWND hwnd, HDC hdc);
void GUIAPI DeleteSecondaryDC (HWND hwnd);

Above functions will be described in Advanced GDI Functions Based on NEWGAL.

Screen Device Context

MiniGUI sets up a global screen device context after started up. This DC is for the whole screen, and has no predefined clipping region. In some applications, you can use directly this device context to paint, which may increase the paint efficiency remarkably. In MiniGUI, the screen device context is identified by HDC_SCREEN, and need no getting and releasing operations for this DC.

Mapping Mode and Coordinate Space

Mapping Mode

Once the Device Context (DC) has been initialized, the origin of the coordinates is usually the upper-left corner of the output rectangle, while the x coordinate axis is horizontal right and the y coordinate axis is vertical downward, with both using pixel as unit. Usually, in MiniGUI, the default unit used to draw graphics is pixel, however, we can choose other ways by changing GDI mapping mode. Mapping mode offers the measurement unit that can be used to convert page space (logical coordinate) into device space (device coordinate).

The mapping mode of GDI is a device context property that almost influences the graphics result in any client area. There are four other device context properties that are closely related to the mapping mode: window origin, window scope, viewport origin, and viewport scope.

Most GDI functions use coordinate value as arguments, which are called “logical coordinates”. Before drawing something, MiniGUI firstly converts “logical coordinates” into “device coordinates”, that is, pixel. The mapping mode, window and viewport origin, and window and viewport scope control such conversion. In addition, mapping mode also provides the direction of both x and y coordinate axis; in other words, it helps to confirm whether the x value is increasing or decreasing while you move to the left or right of the screen, so is the y value while the screen is moved up and down.

At present MiniGUI only supports two types of mapping modes:

  • MM_TEXT Each logical unit is mapped as a device pixel. X coordinate increases progressively from left to right, while y coordinates increases progressively from top to bottom.

  • MM_ANISOTROPIC Logical unit is mapped as arbitrary device space unit; the proportion of the coordinate scale is also arbitrary. Using SetWindowExt and SetViewPortExt to define unit, direction and scale.

The default mapping mode is MM_TEXT. Under this mapping mode, the logical coordinate is equal to the device coordinate. That is, the default unit of drawing graphics is pixel.

Changing mapping mode helps us to avoid scaling by ourselves; it is very convenient in some conditions. You can use SetMapMode function to set your mapping mode:

Uint32 GUIAPI SetDCAttr (HDC hdc, int attr, Uint32 value);

#define SetMapMode(hdc, mapmode)        \
                SetDCAttr (hdc, DC_ATTR_MAP_MODE, (DWORD)mapmode)

The argument mapmode is one of the two mapping modes above. You can also use GetMapMode function to get current mapping mode:

mapmode = GetMapMode (hdc);

Viewport and Window

Mapping modes are used to define the mapping from “window” (logical coordinates) to “viewport” (device coordinates). “Window” is a rectangular area in the page coordinate space, while viewport is a rectangular area of the device coordinate space. It is “window” that determines which part of the geometric model of the page space should be displayed, while “viewport” determines where to draw. The scale between them determines the zoom of the coordinates. Viewport is pixel-based (device coordinates), while window is logical-based.

The following formulas can be used to convert between page space (window) coordinates and device space (viewport) coordinates:

xViewport = ((xWindow - xWinOrg) * xViewExt / xWinExt) + xViewOrg
      yViewport = ((yWindow - yWinOrg) * yViewExt / yWinExt) + yViewOrg
  • xViewport, yViewPort the x value, y value in device unit

  • xWindow, yWindow the x value, y value in logical unit (page space unit)

  • xWinOrg, yWinOrg window x origin, window y origin

  • xViewOrg, yViewOrg viewport x origin, viewport y origin

  • xWinExt, yWinExt window x extent, window y extent

  • xViewExt, yViewExt viewport x extent, viewport y extent

The transfer principal of above formulas is: the scale of certain distance value in device space and extent value of coordinates should be equal to the scale of page space, in other words, the logical origin (xWinOrg, yWinOrg) is always mapped as device origin (xViewOrg, yViewOrg).

These two formulas use the origin and extent of both window and viewport. We can see from this that the scale between the extent of viewport and the extent of window is the conversion factor.

MiniGUI provides two functions to realize the conversion between device coordinates and logical coordinates. LPtoDP is used to convert from logical coordinates to device coordinates, while DPtoLP is used to convert from device coordinates to logical coordinates:

void GUIAPI DPtoLP (HDC hdc, POINT* pPt);
void GUIAPI LPtoDP (HDC hdc, POINT* pPt);

This conversion relies on the mapping mode of device context hdc as well as the origin and extent of the window and the viewport. Those x and y coordinates included in the structure POINT pPt will be converted into other coordinates in another coordinate system.

In the MiniGUI’s source codes (src/newgdi/coor.c), the conversion between LPtoDP and DPtoLP are implemented as follow. It can be seen that the coordinate conversion between them is based on the formulas mentioned above.

void GUIAPI LPtoDP(HDC hdc, POINT* pPt)
{
    PDC pdc;

    pdc = dc_HDC2PDC(hdc);

    if (pdc->mapmode = MM_TEXT) {
        pPt->x = (pPt->x - pdc->WindowOrig.x)
             * pdc->ViewExtent.x / pdc->WindowExtent.x
             + pdc->ViewOrig.x;

        pPt->y = (pPt->y - pdc->WindowOrig.y)
             * pdc->ViewExtent.y / pdc->WindowExtent.y
             + pdc->ViewOrig.y;
    }
}

void GUIAPI DPtoLP (HDC hdc, POINT* pPt)
{
    PDC pdc;

    pdc = dc_HDC2PDC (hdc);

    if (pdc->mapmode = MM_TEXT) {
        pPt->x = (pPt->x - pdc->ViewOrig.x)
             * pdc->WindowExtent.x / pdc->ViewExtent.x
             + pdc->WindowOrig.x;

        pPt->y = (pPt->y - pdc->ViewOrig.y)
             * pdc->WindowExtent.y / pdc->ViewExtent.y
             + pdc->WindowOrig.y;
    }
}

In addition, the function LPtoSP and function SPtoLP can be used to convert between logical coordinates and screen coordinates:

void GUIAPI SPtoLP(HDC hdc, POINT* pPt);
void GUIAPI LPtoSP(HDC hdc, POINT* pPt);

Conversion of Device Coordinates

The mapping mode determines how MiniGUI maps logical coordinates into device coordinates. Device coordinates use pixel as unit, the value of x coordinate progressively increase from left to right, while the value of coordinate progressively increase from top to bottom.. There are three types of device coordinates in MiniGUI: screen coordinates, window coordinates, and client area coordinates. Usually device coordinates rely on the type of chosen device context to choose.

The (0, 0) point in screen coordinates is on the upper-left corner of the whole screen. When we need to use the entire screen, we can do it according to the screen coordinates. Screen coordinates are usually used in the functions that are irrelevant to window or functions that are tightly related to the screen, such as GetCursorPos and SetCursorPos. If the device context used by GDI functions is HDC_SCREEN, the logical coordinates will be mapped as screen coordinates.

The coordinates in the window coordinates are based on entire window, including window border, caption bar, menu bar and scroll bar, in which the origin of window coordinates is the upper-left corner of the window. While using the device context handle returned by GetDC, the logical coordinates passed to GDI functions will be converted into window coordinates.

The point (0, 0) of the client area coordinates is the upper-left corner of this area. When we use the device context handle returned GetClientDC or BeginPaint, the logical coordinates passed to GDI functions will be converted to the client area coordinates.

When programming we need to know on which coordinate system the coordinates or position is based, as the meaning of position may be different under different situation. Some time we need get the coordinates in another coordinate system. MiniGUI provides functions that realize the conversion among those three device coordinate systems:

void GUIAPI WindowToScreen (HWND hWnd, int* x, int* y);
void GUIAPI ScreenToWindow (HWND hWnd, int* x, int* y);
void GUIAPI ClientToScreen (HWND hWnd, int* x, int* y);
void GUIAPI ScreenToClient (HWND hWnd, int* x, int* y);

WindowToScreen converts window coordinates into screen coordinates, while ScreenToWindow converts screen coordinates to window coordinates. The converted value is stored in the original place. ClientToScreen converts client coordinates into screen coordinates, while ScreenToClient converts screen coordinates to client coordinates.

The Deviation and Zoom of Coordinate System

MiniGUI provides a set of functions that can be used to realize the deviation, zoom of the coordinate system. The prototypes of these functions are as follow:

void GUIAPI GetViewportExt(HDC hdc, POINT* pPt);
void GUIAPI GetViewportOrg(HDC hdc, POINT* pPt);
void GUIAPI GetWindowExt(HDC hdc, POINT* pPt);
void GUIAPI GetWindowOrg(HDC hdc, POINT* pPt);
void GUIAPI SetViewportExt(HDC hdc, POINT* pPt);
void GUIAPI SetViewportOrg(HDC hdc, POINT* pPt);
void GUIAPI SetWindowExt(HDC hdc, POINT* pPt);
void GUIAPI SetWindowOrg(HDC hdc, POINT* pPt);

Get-functions are used to get the origin and extent of the window and/or the viewport, the value is stored in POINT structure pPt; Set-functions use the value of pPt to set the origin and the extent of the window and/or the viewport.

Rectangle and Region Operations

Rectangle Operations

Rectangle usually refers to a rectangular region on the screen. It is defined in MiniGUI as follows:

typedef struct _RECT
{
    int left;
    int top;
    int right;
    int bottom;
} RECT;

In short, rectangle is a data structure used to represent a rectangular region on the screen. It defines the x coordinate and y coordinate of the upper-left corner of the rectangle (left and top), as well as the x coordinate and y coordinate of the lower-bottom corner of the rectangle. It is necessary to notice that the right and bottom borders are not included by MiniGUI’s rectangle. For example, if we want to figure a scan line on the screen, we should use

RECT rc = {x, y, x + w , y + 1};

to represent it. In that x is the jumping-off point while y is the vertical place of that scan line, and w is the width of that scan line.

MiniGUI provides a group of functions, which can operate on RECT objects:

  • SetRect assigns each parameter of a RETC object.

  • SetRectEmpty sets a RECT object to be empty. In MiniGUI, the empty rectangle is defined as a rectangle with its width or height as zero.

  • IsRectEmpty determines if the given RECT object is empty.

  • NormalizeRect normalizes a given rectangle. The rectangle should meet the requirement of right > left and bottom > top. Those rectangles that meet the above requirements are called normalized rectangles. This function can normalize any rectangle.

  • CopyRect copies between two rectangles.

  • EqualRect determines if two RECT objects are equal, that is, if the all parameters are equal.

  • IntersectRect gets the intersection of two RECT objects. If there is no intersection between those two rectangles, the function will return to FALSE.

  • DoesIntersect determines if the two rectangles are intersected.

  • IsCovered determines if RECT A completely overlay RECT B, that is, if RECT B is the true subset of RECT A.

  • UnionRect gets the union of two rectangles. If there is no union, the function will return FALSE; any point included in the union should also belong to either of the rectangles.

  • GetBoundRect gets the union of two rectangles. If there is no union, the function will return FALSE; any point included in the union should also belong to either of the rectangles.

  • SubstractRect subtracts one rectangle from another one. Such subtraction may result in four non-intersected rectangles. This function will return the number of the result rectangles.

  • OffsetRect offsets the given RECT object.

  • InflateRect inflates the given RECT object. The width and height of the inflated rectangle will be twice of the given inflation value.

  • InflateRectToPt inflates the given RECT object to a given point.

  • PtInRect determines if the given point lies in the given RECT object.

MiniGUI also provides two groups of macro to get the width and height of RECT object. One macro is for inputting pointers of RECT, and the other is for inputting variables of RECT.

#define RECTWP(prc) ((prc)->right - (prc)->left)
#define RECTHP(prc) ((prc)->bottom - (prc)->top)
#define RECTW(rc) ((rc).right - (rc).left)
#define RECTH(rc) ((rc).bottom - (rc).top)

Region Operations

Region is a scope on the screen, which is defined as a collection of non-intersected rectangles and represented as a linked list. Region can be used to represent the clipped region, invalid region, and visible region. In MiniGUI, the definition of region equals to the definition of clipped region, which is defined as follows (minigui/gdi.h):

typedef struct _CLIPRECT
{
    RECT rc;
    struct _CLIPRECT* next;
#ifdef _USE_NEWGAL
    struct _CLIPRECT* prev;
#endif
} CLIPRECT;
typedef CLIPRECT* PCLIPRECT;

typedef struct _CLIPRGN
{
#ifdef _USE_NEWGAL
    BYTE            type;        /* type of region */
    BYTE            reserved[3];
#endif
    RECT            rcBound;
    PCLIPRECT       head;
    PCLIPRECT       tail;
    PBLOCKHEAP      heap;
} CLIPRGN;

Each clipped region has one BLOCKHEAP member, which is the private heap of RECT objects used by the clipped region. Before using a region object, we should firstly build up a BLOCKHEAP object, and then initialize the region object. Showed as follows:

static BLOCKHEAP sg_MyFreeClipRectList;

...

    CLIPRGN my_region

    InitFreeClipRectList (&sg_MyFreeClipRectList, 20);
    InitClipRgn (&my_regioni, &sg_MyFreeClipRectList);

When being actually used, multiple regions can share one BLOCKHEAP object.

Following operations can be done after initializing the region object:

  • SetClipRgn sets only one rectangle in the region;

  • ClipRgnCopy copies one region to another;

  • ClipRgnIntersect gets the intersection of two regions;

  • GetClipRgnBoundRect gets the bounding box of the region;

  • IsEmptyClipRgn determines if the region is empty, that is, if the region includes any rectangle;

  • EmptyClipRgn releases the rectangles in the region and empty the region;

  • AddClipRect adds a rectangle to the region, but it does not determine if the region intersects with the rectangle;

  • IntersectClipRect gets the intersection of region and given rectangle;

  • SubtractClipRect subtracts the given rectangle from the region.

  • CreateClipRgn creates an empty region.

  • DestroyClipRgn clears and destroys a region.

The operations of rectangles and regions form the main algorithms of window management. It is very important in GUI programming, as it is also one of the basic algorithms of advanced GDI function.

Basic Graphics Drawing

Basic Drawing Attributes

Before understanding basic drawing functions, we need to know basic drawing attributes. In the current MiniGUI version, the drawing attributes include pen color, brush color, text background mode, text color, TAB width, and so on. The operation functions for these attributes are listed in Table 1.

Table 1 Basic drawing attributes and operation function

Drawing Attributes

Operations

Effected GDI Functions

Pen color

GetPenColor/SetPenColor

LineTo, Circle, Rectangle

Brush color

GetBrushColor/SetBrushColor

FillBox

Text background mode

GetBkMode/SetBkMode

TextOut, DrawText

Text color

GetTextColor/SetTextColor

TextOut, DrawText

TAB width

GetTabStop/SetTabStop

TextOut, DrawText

The current MiniGUI version also defines some functions for brush and pen. We will discuss the functions in Chapter 15.

Basic Drawing Functions

In MiniGUI, basic drawing functions include such basic functions such as SetPixel, LineTo, Circle, and so on. The prototypes are defined as follow:

void GUIAPI SetPixel (HDC hdc, int x, int y, gal_pixel c);
  void GUIAPI SetPixelRGB (HDC hdc, int x, int y, int r, int g, int b);
  gal_pixel GUIAPI GetPixel (HDC hdc, int x, int y);
  void GUIAPI GetPixelRGB (HDC hdc, int x, int y, int* r, int* g, int* b);
  gal_pixel GUIAPI RGB2Pixel (HDC hdc, int r, int g, int b);

  void GUIAPI LineTo (HDC hdc, int x, int y);
  void GUIAPI MoveTo (HDC hdc, int x, int y);

  void GUIAPI Circle (HDC hdc, int x, int y, int r);
  void GUIAPI Rectangle (HDC hdc, int x0, int y0, int x1, int y1);

We need to differentiate two basic conceptions: pixel value and RGB value. RGB is a way to represent color according to the different proportion of tricolor. Usually, the red, blue and green can get any value between 0 and 255, so there are 256x256x256 different colors. However, in video memory, the color displayed on the screen is not represented by RGB; it is represented by pixel value. The scope of pixel value varies according to the difference of video mode. In 16-color mode, the scope is in [0, 15]; while in 256-color mode, the scope is [0, 255]; in 16bit-color mode, the scope is [0, 2^16 - 1]. Here the number of bits of one mode refers to the number of bits per pixel.

When setting the color of a pixel in MiniGUI, you can directly use pixel value (SetPixel) or SetPixelRGB. The function RGB2Pixel can convert RGB value into pixel value.

Clipping Region Operations

Clipping can be done when using device context to draw. MiniGUI provides following functions to clip the given device context (minigui/gdi.h):

// Clipping support
void GUIAPI ExcludeClipRect (HDC hdc, int left, int top,
                          int right, int bottom);
void GUIAPI IncludeClipRect (HDC hdc, int left, int top,
                            int right, int bottom);
void GUIAPI ClipRectIntersect (HDC hdc, const RECT* prc);
void GUIAPI SelectClipRect (HDC hdc, const RECT* prc);
void GUIAPI SelectClipRegion (HDC hdc, const CLIPRGN* pRgn);
void GUIAPI GetBoundsRect (HDC hdc, RECT* pRect);
BOOL GUIAPI PtVisible (HDC hdc, const POINT* pPt);
BOOL GUIAPI RectVisible (HDC hdc, const RECT* pRect);

ExcludeClipRect is used to exclude the given rectangle region from current visible region, then the visible region will be reduced; IncludeClipRect adds a rectangle region into the visible region of device context, then the visible region will be extended; ClipRectIntersect sets the visible region of device context as the intersection of the existed region and the given rectangle; SelectClipRect resets the visible region of device context as the given rectangle region; SelectClipRegion sets the visible region of device context as the given region; GetBoundsRect is used to get the minimum bounding rectangle of the visible region; PtVisible and RectVisible determine if the given point or rectangle is visible, that is, if they are included or partly included in the visible region.

Text and Font

It is necessary for any GUI system to provide the support for font and charset. However, different GUI has its different way to implement the multi-font and multi-charset. For example, QT/Embedded uses UNICODE, which is a popular solution for most general operating systems. However, it is not acceptable for some embedded systems as the conversion between UNICODE and other charsets will increase the size of GUI system.

The MiniGUI does not use UNICODE to support multiple charsets; instead, it uses a different policy to handle multiple charsets. For a certain charset, MiniGUI uses the same internal encoding presentation as the charset standard. After using a series of abstract interfaces, MiniGUI provides a consistent analysis interface to multiple charsets. This interface can be used in font module; also can be used to analysis multi-bytes string. When adding support for a new charset (encoding), the only thing need to do is to provide an interface to the charset (encoding). So far MiniGUI has been able to support ISO8859-x single byte charsets, and some multi-bytes charsets, including GB2312, GBK, GB18030, BIG5, EUCKR, Shift-JIS, EUCJP, Unicode and so on.

Similar to charset, MiniGUI also defines a series of abstract interfaces to font. When adding support for a new font type, we just need to realize the interface of such type of font. So far MiniGUI has got the support of RBF and VBF, QPF, TrueType, and Adobe Type 1.

Based on the abstract interface of multi-font and multi-charset, MiniGUI provides a consistent interface to applications through logical font.

We will discuss the interfaces about text and font in Chapter 14 of this guide.

Bitmap Operations

Bitmap operation function is very important in GDI function of MiniGUI. In fact, most advanced drawing operation functions are based on the bitmap operations, for example, the text output functions.

The main bitmap operations of MiniGUI are listed below (minigui/gdi.h):

void GUIAPI FillBox (HDC hdc, int x, int y, int w, int h);
void GUIAPI FillBoxWithBitmap (HDC hdc, int x, int y, int w, int h,
                            PBITMAP pBitmap);
void GUIAPI FillBoxWithBitmapPart (HDC hdc, int x, int y, int w, int h,
                            int bw, int bh, PBITMAP pBitmap, int xo, int yo);

void GUIAPI BitBlt (HDC hsdc, int sx, int sy, int sw, int sh,
                 HDC hddc, int dx, int dy, DWORD dwRop);
void GUIAPI StretchBlt (HDC hsdc, int sx, int sy, int sw, int sh,
                     HDC hddc, int dx, int dy, int dw, int dh, DWORD dwRop);

Concept of Bitmap

Most graphical output devices are raster operation devices, such as printer and video display. Raster operation devices use dispersed pixel point to indicate the image being output. Bitmap is a two-dimension array, which records the pixel value of every pixel point in that image. In bitmap, each pixel value points out the color of that point. For monochrome bitmap, only one bit is needed for each pixel; gray bitmap and multi-color bitmap need multiple bits to present the value of color for the pixel. Bitmap is always used to indicate complicated image of the real world.

Bitmap has two main disadvantages. First, bitmap is easy to be influenced by the device independence, for example, resolution and color. Bitmap always suggests certain display resolution and image aspect ratio. Bitmap can be zoomed in and zoomed out, but during this process certain rows and columns are copied or deleted, which will result in image distortion. The second disadvantage of bitmap is that it needs huge storage space. The storage space of bitmap is determined by the size of bitmap and the number of the color. For instance, to indicate 320x240 needs at least 320x240x2=150KB storage space on a 16-bit color screen, while to store 1024x768 needs more than 2MB on a 24 bit-color screen.

Bitmap is rectangular, the height and width of the image use pixel as unit. Bitmap is always stored in memory and ranked by rows. In each row, the pixel starts from left to right, in turn be stored.

Bitmap Color

The color of bitmap usually uses bit-count of pixel value to measure. This value is called color depth of the bitmap, or bit-count, or bits per pixel (bpp). Each pixel in the bitmap has same color bit-count.

The so-call monochrome bitmap is the one that the color value of each pixel is stored in one bit. The color value of each pixel in monochrome bitmap is 0 or 1, respectively represents black and white. The color value of each pixel stored by four bits can demonstrate 16 kinds of color, the one stored by eight can demonstrate 256 while the one saved by 16 can demonstrate 65536 kinds of color.

Two of the important display hardware in PC is video adapter and monitor. The video adapter is a circuitry board inserted in the main board, which consists of registers, memory (RAM, ROM and BIOS), and control circuitry. Most graphics video adapters are based on VGA model. For most embedded devices, the display hardware is always LCD and its LCD controller.

Both PC display adapter and LCD controller have a video RAM (VRAM) to represent image on the screen. VRAM have to be big enough to manage all pixels on the screen. The programs change the screen display by directly or indirectly fetch the data stored in VRAM. Most video hardware provides the ability of visiting VRAM from CPU address and data BUS. It equals to map VRAM to CPU address space, and increase the visiting speed.

PC monitor and LCD are all raster operation devices. Each point on the screen is a pixel and thus the display screen looks like a pixel matrix. VRAM stores data according to video mode. It records the color value of each pixel on the display screen. As we know, the computer uses binary ways to store data, in which 0 and 1 are used to represent each bit. As for monochrome video mode, the color value of one pixel point only needs one bit of VRAM to represent, if this bit is 1, it means the pixel is light. As for multi-color video mode, the color information of the pixel needs more bytes or bits to represent. 16-color video mode needs four bits to store one color value; 256-color mode needs 8 bits (1 byte) while 16-bit true color video mode needs two bytes to store the color value for one pixel.

When using 16-color and 256-color video mode, a color table is needed to translate the RGB color data into pixel value of video device. The so-called color table is also called palette. When displaying a pixel on the screen, the video adapter will first read the data stored in video memory and get a group of RGB color information, then, adjust radiation tube of the display, then, a point will be showed on the corresponding place of the screen. When all points in the display memory have been showed on the screen, the image is formed. You can also change the correspondent RGB value of the color table to get the self-defined color according to your needs. When video mode attains a true-color level, the palette becomes meaningless, as the information stored in video memory is already RGB information of pixel. So the pallet is no longer needed in true-color mode.

The color used for screen display usually uses RGB color system, in which one color is determined by the value of red, green, and blue. Different display device has different color scope; so a certain color may not be displayed on all devices. Most graphic systems define their own color standard that is irrelevant to the device.

The display of color is very complicated and always depends on the actual display ability of display device and the requirement of applications. Application may use monochrome and fixed palette, adjustable palette or true color, while display system will try to display the closest color in order to meet the requirement of application. True color display device can simulate a palette by mapping all color during the drawing process. The palette device also can simulate true color by setting palette. The palette device provides a color table to disperse color scope, and then maps the needed color to the closest color. On a small palette display device, a way named dithering can be used to increase the displayed color scope. The palette that can be modified needs support of hardware.

The video adapter of true color uses 16-bits or 24-bits per pixel. When using 16-bit, 6 bits will be assigned to green, red and blue get 5 bits each, it is totally 65536 kinds of color; when only using 15 bits, red, green and blue get 5 bits each, it is 32768 kinds of color. Usually 16-bit color is called high color, sometime also called true color. 24-bit is called true color as it can indicate millions of color and has reached the limitation that human eyes are able to discern.

Device-Dependent Bitmap and Device-Independent Bitmap

Device-dependent bitmap means the one that includes pixel matching the video mode of a given device context, not the bitmap that is independent to video device. In MiniGUI, these two bitmap types are represented respectively by BITMAP and MYBITMAP data structures, showed as follow (minigui/gdi.h):

#ifdef _USE_NEWGAL

#define BMP_TYPE_NORMAL         0x00
#define BMP_TYPE_RLE            0x01
#define BMP_TYPE_ALPHA          0x02
#define BMP_TYPE_ALPHACHANNEL   0x04
#define BMP_TYPE_COLORKEY       0x10
#define BMP_TYPE_PRIV_PIXEL     0x20

/** Expanded device-dependent bitmap structure. */
struct _BITMAP
{
    /**
     * Bitmap types, can be OR'ed by the following values:
     *  - BMP_TYPE_NORMAL\n
     *    A nomal bitmap, without alpha and color key.
     *  - BMP_TYPE_RLE\n
     *    A RLE encoded bitmap, not used so far.
     *  - BMP_TYPE_ALPHA\n
     *    Per-pixel alpha in the bitmap.
     *  - BMP_TYPE_ALPHACHANNEL\n
     *    The \a bmAlpha is a valid alpha channel value.
     *  - BMP_TYPE_COLORKEY\n
     *    The \a bmColorKey is a valid color key value.
     *  - BMP_TYPE_PRIV_PIXEL\n
     *    The bitmap have a private pixel format.
     */
    Uint8   bmType;
    /** The bits per piexel. */
    Uint8   bmBitsPerPixel;
    /** The bytes per piexel. */
    Uint8   bmBytesPerPixel;
    /** The alpha channel value. */
    Uint8   bmAlpha;
    /** The color key value. */
    Uint32  bmColorKey;

    /** The width of the bitmap */
    Uint32  bmWidth;
    /** The height of the bitmap */
    Uint32  bmHeight;
    /** The pitch of the bitmap */
    Uint32  bmPitch;
    /** The bits of the bitmap */
    Uint8*  bmBits;

    /** The private pixel format */
    void*   bmAlphaPixelFormat;
};

#else

/* expanded bitmap struct */
struct _BITMAP
{
    Uint8   bmType;
    Uint8   bmBitsPerPixel;
    Uint8   bmBytesPerPixel;
    Uint8   bmReserved;

    Uint32  bmColorKey;

    Uint32  bmWidth;
    Uint32  bmHeight;
    Uint32  bmPitch;

    void*   bmBits;
};

#endif /* _USE_NEWGAL */

#define MYBMP_TYPE_NORMAL       0x00000000
#define MYBMP_TYPE_RLE4         0x00000001
#define MYBMP_TYPE_RLE8         0x00000002
#define MYBMP_TYPE_RGB          0x00000003
#define MYBMP_TYPE_BGR          0x00000004
#define MYBMP_TYPE_RGBA         0x00000005
#define MYBMP_TYPE_MASK         0x0000000F

#define MYBMP_FLOW_DOWN         0x00000010
#define MYBMP_FLOW_UP           0x00000020
#define MYBMP_FLOW_MASK         0x000000F0

#define MYBMP_TRANSPARENT       0x00000100
#define MYBMP_ALPHACHANNEL      0x00000200
#define MYBMP_ALPHA             0x00000400

#define MYBMP_RGBSIZE_3         0x00001000
#define MYBMP_RGBSIZE_4         0x00002000

#define MYBMP_LOAD_GRAYSCALE    0x00010000
#define MYBMP_LOAD_NONE         0x00000000

/** Device-independent bitmap structure. */
struct _MYBITMAP
{
    /**
     * Flags of the bitmap, can be OR'ed by the following values:
     *  - MYBMP_TYPE_NORMAL\n
     *    A normal palette bitmap.
     *  - MYBMP_TYPE_RGB\n
     *    A RGB bitmap.
     *  - MYBMP_TYPE_BGR\n
     *    A BGR bitmap.
     *  - MYBMP_TYPE_RGBA\n
     *    A RGBA bitmap.
     *  - MYBMP_FLOW_DOWN\n
     *    The scanline flows from top to bottom.
     *  - MYBMP_FLOW_UP\n
     *    The scanline flows from bottom to top.
     *  - MYBMP_TRANSPARENT\n
     *    Have a trasparent value.
     *  - MYBMP_ALPHACHANNEL\n
     *    Have a alpha channel.
     *  - MYBMP_ALPHA\n
     *    Have a per-pixel alpha value.
     *  - MYBMP_RGBSIZE_3\n
     *    Size of each RGB triple is 3 bytes.
     *  - MYBMP_RGBSIZE_4\n
     *    Size of each RGB triple is 4 bytes.
     *  - MYBMP_LOAD_GRAYSCALE\n
     *    Tell bitmap loader to load a grayscale bitmap.
     */
    DWORD flags;
    /** The number of the frames. */
    int   frames;
    /** The pixel depth. */
    Uint8 depth;
    /** The alpha channel value. */
    Uint8 alpha;
    Uint8 reserved [2];
    /** The transparent pixel. */
    Uint32 transparent;

    /** The width of the bitmap. */
    Uint32 w;
    /** The height of the bitmap. */
    Uint32 h;
    /** The pitch of the bitmap. */
    Uint32 pitch;
    /** The size of the bits of the bitmap. */
    Uint32 size;

    /** The pointer to the bits of the bitmap. */
    BYTE* bits;
};

Loading a Bitmap from File

The function group LoadBitmap of MiniGUI can load certain bitmap file as device dependent bitmap object, that is, BITMAP object. Currently MiniGUI can be used to load different format of bitmap file, including Windows BMP file, JPEG file, GIF file, PCX file, and TGA file. LoadMyBitmap function group can be used to load bitmap file as device-independent bitmap objects. The related function prototypes are as follow (minigui/gdi.h):

int GUIAPI LoadBitmapEx (HDC hdc, PBITMAP pBitmap, MG_RWops* area, const char* ext);
int GUIAPI LoadBitmapFromFile (HDC hdc, PBITMAP pBitmap, const char* spFileName);
int GUIAPI LoadBitmapFromMemory (HDC hdc, PBITMAP pBitmap,
                      void* mem, int size, const char* ext);

#define LoadBitmap  LoadBitmapFromFile

void GUIAPI UnloadBitmap (PBITMAP pBitmap);

int GUIAPI LoadMyBitmapEx (PMYBITMAP my_bmp, RGB* pal, MG_RWops* area, const char* ext);
int GUIAPI LoadMyBitmapFromFile (PMYBITMAP my_bmp, RGB* pal, const char* file_name);
int GUIAPI LoadMyBitmapFromMemory (PMYBITMAP my_bmp, RGB* pal,
                      void* mem, int size, const char* ext);

void* GUIAPI InitMyBitmapSL (MG_RWops* area, const char* ext, MYBITMAP* my_bmp, RGB* pal);
int   GUIAPI LoadMyBitmapSL (MG_RWops* area, void* load_info, MYBITMAP* my_bmp,CB_ONE_SCANLINE cb, void* context);
int   GUIAPI CleanupMyBitmapSL (MYBITMAP* my_bmp, void* load_info);

BOOL  GUIAPI PaintImageEx (HDC hdc, int x, int y, MG_RWops* area, const char *ext);
int   GUIAPI PaintImageFromFile (HDC hdc, int x, int y, const char *file_name);
int   GUIAPI PaintImageFromMem (HDC hdc, int x, int y, const void* mem, int size, const char *ext);

void GUIAPI UnloadMyBitmap (PMYBITMAP my_bmp);

int GUIAPI ExpandMyBitmap (HDC hdc, PBITMAP bmp, const MYBITMAP* my_bmp,
                     const RGB* pal, int frame);

In order to decrease the memory usage, LoadBitmapEx can load the scan line of the bitmap object one by one into a bitmap object independent to device. In this process, InitMyBitmapSL initializes for the loading of the LoadMyBitmapSL; after loading every scan line, LoadMyBitmapSL calls the user defined callback function cb. In this way, application can deal with the loaded scan line, such as transforming to a scan line of the BITMAP structure, or output to the window client region. Finally, after LoadMyBitmapSL returns, user should call CleanupMyBitmapSL function to release the resource.

The design idea of LoadMyBitmapSL function is similar to MiniGUI curve generators. LoadBitmapEx function group and PaintImageEx function group mentioned below are all implemented based on LoadMyBitmapSL function group. For more information about MiniGUI curve generators, please refer to segment 15.6.

A group of functions, such as PaintImageEx, PaintImageFromFile and PaintImageFromMem are added for NEWGAL. This group of functions can draw the image specified by the parameters on the DC directly without loading into a BITMAP object to decrease the memory usage. And it needs to be noted that this group of functions cannot scale the image.

ExpandMyBitmap can convert MYBITMAP into bitmap object dependent to a certain device context. After the applications get BITMAP, they can call some functions (that will be mentioned in the next section) to fill bitmap in some place of DC.

Note that MiniGUI determines an image file type according to the suffix of the file when loading it. MiniGUI provides support for Windows BMP and GIF images in MiniGUI Core library as built-in features. However, the support for JPEG and PNG are provided based on libjpeg and libpng.

Filling Block

The function used to fill block in MiniGUI is FillBoxWithBitmap and FillBoxWithBitmapPart. FillBoxWithBitmap uses a device-dependent bitmap object to fill a rectangle box, while FillBoxWithBitmapPart uses a part of device-dependent bitmap object to fill a rectangle box. Both FillBoxWithBitmap and FillBoxWithBitmapPart can be used to scale the bitmap.

void GUIAPI FillBoxWithBitmap (HDC hdc, int x, int y, int w, int h,
                             PBITMAP pBitmap);
void GUIAPI FillBoxWithBitmapPart (HDC hdc, int x, int y, int w, int h,
                             int bw, int bh, PBITMAP pBitmap, int xo, int yo);

The program in List 1 loads a bitmap from a file and displays it on the screen (please refers to Figure 1). The complete code of this program can be seen from loadbmp.c included in mg-samples program package for this guide.

List 1 Loading and showing a bitmap

    case MSG_CREATE:
        if (LoadBitmap (HDC_SCREEN, &bmp, "bkgnd.jpg"))
            return -1;
        return 0;

    case MSG_PAINT:
        hdc = BeginPaint (hWnd);

        /* Show the bitmap scaled on the position of (0,0,100,100) in the window*/
        FillBoxWithBitmap (hdc, 0, 0, 100, 100, &bmp);
        Rectangle (hdc, 0, 0, 100, 100);

        /*
         * Show the bitmap scaled on the position of (100,0,200,200) in the window。
         * The bitmap displayed is twice the above bitmap in size。
         */
        FillBoxWithBitmap (hdc, 100, 0, 200, 200, &bmp);
        Rectangle (hdc, 100, 0, 300, 200);

        /*
         * Display the bitmap by actual size, but take a part of bitmap located
        * in (10, 10, 410, 210)and
         * display it on the position of (0, 200, 400, 200) in screeen
         */
        FillBoxWithBitmapPart (hdc, 0, 200, 400, 200, 0, 0, &bmp, 10, 10);
        Rectangle (hdc, 0, 200, 400, 400);

        EndPaint (hWnd, hdc);
        return 0;

    case MSG_CLOSE:
        UnloadBitmap (&bmp);
        DestroyMainWindow (hWnd);
        PostQuitMessage (hWnd);
        return 0;
alt

Fig 13.1 Loading and showing a bitmap

Bit Blitting

Bit blitting means that copy the pixel data of certain rectangle in memory or video RAM to another memory or display region. Bit blitting usually is a high-speed image transfer process.

The function to perform this operation (bit blitting) is BitBlt and StretchBlt. BitBlt is used to copy the display memory between two device contexts, while StretchBlt performs stretch operation based on BitBlt.

The prototype of BitBlt function is as follows:

 void GUIAPI BitBlt (HDC hsdc, int sx, int sy, int sw, int sh,
                     HDC hddc, int dx, int dy, DWORD dwRop);

BitBlt is used to transfer the image (pixel data) of a certain rectangle in the source device context to a same-size rectangle in the destination device context. In the GDI interface based on the original GAL, two device contexts operated by the function must be compatible, that is, the two device contexts have same color format (the GDI interface based on NEWGAL is without such limitation). Source device context can equal to target device context. The meaning of arguments of BitBlt function is illustrated as follow:

  • hsdc: the source device context;

  • sx,sy: the upper-left coordinates of the rectangle in the source device context;

  • sw,sh: the width and height of the source rectangle

  • hddc: the destination device context

  • dx,dy: the upper-left coordinates of the rectangle in the destination device context

  • dwRop: raster operation, currently ignored

The program in List 2 first fills in a round shape then uses BitBlt to copy it and fill out whole client area. The complete code of this program can be seen from program bitblt.c included in mg-samples program package.

List 2 Using BitBlt function

#include <minigui/common.h>
#include <minigui/minigui.h>
#include <minigui/gdi.h>
#include <minigui/window.h>

static int BitbltWinProc (HWND hWnd, int message, WPARAM wParam, LPARAM lParam)
{
    HDC hdc;
    int x, y;

    switch (message) {
    case MSG_PAINT:
        hdc = BeginPaint (hWnd);
        SetBrushColor (hdc, PIXEL_blue);
        /* Draw a circle in client area of  window*/
        FillCircle (hdc, 10, 10, 8);
        for (y = 0; y < 240; y += 20) {
            for (x = 0; x < 320; x += 20) {
              /* Copy the circle in other posititon of client area by BitBlt function */
              BitBlt (hdc, 0, 0, 20, 20, hdc, x, y, 0);
            }
        }
        EndPaint (hWnd, hdc);
        return 0;

    case MSG_CLOSE:
        DestroyMainWindow (hWnd);
        PostQuitMessage (hWnd);
        return 0;
    }

    return DefaultMainWinProc (hWnd, message, wParam, lParam);
}

/* Following codes to create the main window are omitted */

The output of the above code can be seen from Figure 2.

alt

Figure 2 Presentation of BitBlt operation

In program bitblt.c, the source device context and target device context of BitBlt operation are client area of window; the handle of device context is obtained from function BeginPaint.

This program first draws a filled circle on the upper-left corner of the client area of the window. The coordinates of the circle center are (10, 10). The upper-left corner of the bounding box of the circle is (0, 0), both of the width and height of the box are 20. Then the program goes into a loop and uses BitBlt to copy the image located in the box to other places of window client area.

In this program, BitBlt copies certain date in the video memory to another place of the video memory.

Another bit blitting function is StretchBlt, which is different from BitBlt as it can stretch the image while copying. The prototype of StretchBlt is as follows:

void GUIAPI StretchBlt (HDC hsdc, int sx, int sy, int sw, int sh,
                         HDC hddc, int dx, int dy, int dw, int dh, DWORD dwRop);

Compared with BitBlt, function StretchBlt adds two more arguments, which point out the width and height of the destination rectangle. The program in List 3 shows the usage of function StretchBlt.

List 3 Using StretchBlt function

#include <minigui/common.h>
#include <minigui/minigui.h>
#include <minigui/gdi.h>
#include <minigui/window.h>
#include <minigui/control.h>

static int StretchbltWinProc(HWND hWnd, int message, WPARAM wParam, LPARAM lParam)
{
    HDC hdc;

    switch (message) {
    case MSG_PAINT:
        hdc = BeginPaint(hWnd);
        SetBrushColor(hdc, PIXEL_blue);
        /* Draw a circle in client area of window */
        FillCircle(hdc, 10, 10, 8);
        /* Enlarge and Copy the circle above another position by StretchBlt function*/
        StretchBlt(hdc, 0, 0, 20, 20, hdc, 20, 20, 180, 180, 0);
        EndPaint(hWnd, hdc);
        return 0;

    case MSG_CLOSE:
        DestroyMainWindow (hWnd);
        PostQuitMessage (hWnd);
        return 0;
    }

    return DefaultMainWinProc(hWnd, message, wParam, lParam);
}

/* Following codes to create the main window are omitted */

The output of program is as shown in Figure 3.

alt

Figure 3 The presentation of StretchBlt operation

StretchBlt operation involves the copy or combination of pixel, so the image may looks abnormal, such as distortion.

Palette

Palette is the tool of video hardware used to map the color index value to RGB color value.

Why Is the Palette Needed?

Why is the palette needed? Let’s first see how 16-color (4 bits per pixel) and 256-color (8 bits per pixel) model work. Let’s start from hardware layer and then software interface. The cathode ray tube has 3 electronic guns, each of which is respectively responsible for red, green and blue. Each electronic gun can be adjusted to different degree of light. The combination of tricolor with different light degree forms kinds of color variations on the screen. The physical memory (video RAM) on the video card is usually called FrameBuffer. All display screen operations use read or write the frame buffer to plot. Such block of video memory may have different organizing format under different color mode. For example, under monochrome mode each bit represents one pixel, in other words, each byte represents eight pixels. We call the value used to represent pixel as pixel value, for instance, in 16-color mode, the possible pixel value is the integer between 0 and 15.

Under 256-color mode, the computer uses palette to determine the actual RGB value corresponding to each pixel value. Generally, palette is a structure of linear list, and in which each entry represents a RGB value of corresponding pixel. For example, in 4-bit pattern (each pixel is represented by 2 bits), palette can be set as:

struct palette {
    unsigned char r, g, b;
} [4] =
{
    {0, 0, 0},
    {128, 128, 128},
    {192, 192, 192},
    {255, 255, 255}
};

Now, the four possible pixel value (0, 1, 2, 3) may be corresponding to black, deep gray, gray, and white respectively; the following palette can adjust the four possible pixel value to red, green, blue, and white.

struct palette {
    unsigned char r, g, b;
} [4] =
{
    {255, 0, 0},
    {0, 255, 0},
    {0, 0, 255},
    {255, 255, 255}
};

For other display modes lower than 256-color, the structure of palette is basically consistent.

Using Palette

As we know, palette is a linear table used to build the correspondence relationship between limited pixel value and RGB value under low color bit-count modes (such as 256-color mode or those modes lower than 256-color).

In MiniGUI, we can use SetPalette and GetPalette to operate palette while SetColorfulPalette set the palette as default palette that includes the maximum scope of color.

New interfaces are added to the new GDI for the manipulation of palette:

HPALETTE GUIAPI CreatePalette (GAL_Palette* pal);
HPALETTE GUIAPI GetDefaultPalette (void);
int GUIAPI GetPaletteEntries (HPALETTE hpal, int start, int len, GAL_Color* cmap);
int GUIAPI SetPaletteEntries (HPALETTE hpal, int start, int len, GAL_Color* cmap);
BOOL GUIAPI ResizePalette (HPALETTE hpal, int len);
UINT GUIAPI GetNearestPaletteIndex(HPALETTE hpal, Uint8 red, Uint8 green, Uint8 blue);
RGBCOLOR GUIAPI GetNearestColor (HDC hdc, Uint8 red, Uint8 green, Uint8 blue);

CreatePalette function creates a new palette and GetDefaultPalette gets the default palette. SetPaletteEntries function and GetPaletteEntries function can be used to set or get the entry of the palette. ResizePalette function can be used to resize the size of palette. GetNearestPaletteIndex and GetNearestColor function can get the nearest index value and color of the palette.

Generally speaking, higher color bit-count (such as 15 bit or more) no longer uses palette to set the correspondence relationship between pixel value and RGB value, but uses simpler way to set such relationship. For example, 16-color mode uses the upper 5 bits to represent red, the middle 6 bits to represent green, and the low 5 bits to represent blue. Under this mode the relationship between pixel value and RGB value is directly correspondence relationship, which no longer involves palette, so this mode is also called direct color mode.

In MiniGUI, we can call function RGB2Pixel or Pixel2RGB function to perform the transformation between a RGB value and a pixel value.


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