MFC在控件中进行绘图,动态的图型或者窗口的一些操作都会进行重绘。重绘过程先刷新绘图的控件背景,然后在OnPaint方法中进行图形绘制。这会引起一个问题:当刷新后再绘制视觉上会产生闪烁的效果。
在先前的一篇博客中(碰撞的小球,http://blog.csdn.net/cjf_iceking/article/details/7647062),刚好碰到了这样的问题。原先采用背景色覆盖当前位置的小球,然后在新的位置处绘制小球,来实现小球的移动效果。代码如下:
//蓝球移动轨迹重绘
void CEscapeBallDlg::BlueBallMove()
{
for (int i = 1; i < m_vBallInfo.size(); i++)
{
if (CheckBounder(m_vBallInfo[i]))
ComputeForward(m_vBallInfo[i], m_cBall);
//移动球,先用背景色擦除球
DrawBall(m_vBallInfo[i]->pos_x, m_vBallInfo[i]->pos_y, m_vBallInfo[i]->radius, WRITE);
int x = m_vBallInfo[i]->pos_x;
int y = m_vBallInfo[i]->pos_y;
m_vBallInfo[i]->pos_x += m_vBallInfo[i]->offset_x;
m_vBallInfo[i]->pos_y += m_vBallInfo[i]->offset_y;
//绘制移动后的篮球
DrawBall(m_vBallInfo[i]->pos_x, m_vBallInfo[i]->pos_y
, m_vBallInfo[i]->radius, m_vBallInfo[i]->color);
}
}
解决方法:
采用双缓冲区方式:即首先在内存中绘制好图形,然后将内容拷贝到控件上,实现比较简单,如下所示:
void CEscapeBallDlg::BlueBallMove()
{
CDC cDc; //首显示设备对象
CBitmap cBitmap; //位图对象
//建立与屏幕显示兼容的内存显示设备
cDc.CreateCompatibleDC(NULL);
//建立一个与屏幕显示兼容的位图
cBitmap.CreateCompatibleBitmap(m_cDc, m_MaxX, m_MaxY);
//将位图选入到内存显示设备中
cDc.SelectObject(&cBitmap);
//设置背景色
cDc.FillSolidRect(0, 0, m_MaxX, m_MaxY, WRITE);
for (int i = 1; i < m_vBallInfo.size(); i++)
{
if (CheckBounder(m_vBallInfo[i]))
ComputeForward(m_vBallInfo[i], m_cBall);
int x = m_vBallInfo[i]->pos_x;
int y = m_vBallInfo[i]->pos_y;
m_vBallInfo[i]->pos_x += m_vBallInfo[i]->offset_x;
m_vBallInfo[i]->pos_y += m_vBallInfo[i]->offset_y;
//绘制移动后的篮球
DrawBall(m_vBallInfo[i]->pos_x, m_vBallInfo[i]->pos_y
, m_vBallInfo[i]->radius, m_vBallInfo[i]->color, &cDc);
}
DrawBall(m_cBall->pos_x, m_cBall->pos_y
, m_cBall->radius, m_cBall->color, &cDc);
//将内存中的图拷贝到屏幕上进行显示
m_cDc->BitBlt(0, 0, m_MaxX, m_MaxY, &cDc, 0, 0, SRCCOPY);
//绘图完成后的清理
cBitmap.DeleteObject();
cDc.DeleteDC();
}