vc学习,Invalidate(true),Invalidate(false)

本文探讨了在VC程序中使用Invalidate函数时,参数为true和false对位图显示的影响。Invalidate(false)能正常显示图像,不擦除背景;Invalidate(true)会导致刷屏现象,因擦除了背景;而不使用Invalidate,则需要手动触发窗口重绘才能显示图像。
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在学一个位图显示程序时,发现了图像显示能不能重绘的问题,当时看了msdn,也在网上看了不少回复。总感觉不是很理解。后来仔细试了一下,有点心得,特写出来,以鼓励自己。顺便也为那些和我一样刚开始学习vc的人提供些许帮助。

程序很简单,如下:在文档类中定义变量

下面是我在Doc类下面的变量:::
BITMAPFILEHEADER   bf;
BITMAPINFOHEADER   bi;
RGBQUAD*   quad;
BYTE*   lpBuf;
BITMAPINFO*pbi;
int   flag;
int   numQuad; 

在Doc类下面添加了命令处理函数打开文件:

void   CMySeeView::OnFileOpen()  
{
//   TODO:   Add   your   command   handler   code   here

LPCTSTR   lpszFilter= "BMPFiles(*.bmp)|*.bmp ";
CFileDialog   dlg1(TRUE,lpszFilter,NULL,OFN_HIDEREADONLY|OFN_OVERWRITEPROMPT,lpszFilter,NULL);
CString   filename;
CFile   file;
if(dlg1.DoModal()==IDOK)
{
filename=dlg1.GetPathName();
if(file.Open(filename,CFile::modeRead|CFile::shareDenyNone,NULL)==1)
{
file.Read(&bf,sizeof(bf));
}

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以下是一个基于VC++ MFC框架的五子棋小游戏代码示例: ``` // CMy5ChessDlg.cpp : 实现文件 // #include "stdafx.h" #include "My5Chess.h" #include "My5ChessDlg.h" #include "afxdialogex.h" #ifdef _DEBUG #define new DEBUG_NEW #endif // CAboutDlg 对话框 class CAboutDlg : public CDialogEx { public: CAboutDlg(); // 对话框数据 #ifdef AFX_DESIGN_TIME enum { IDD = IDD_ABOUTBOX }; #endif protected: virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV 支持 // 实现 protected: DECLARE_MESSAGE_MAP() public: afx_msg void OnBnClickedOk(); }; CAboutDlg::CAboutDlg() : CDialogEx(IDD_ABOUTBOX) { } void CAboutDlg::DoDataExchange(CDataExchange* pDX) { CDialogEx::DoDataExchange(pDX); } BEGIN_MESSAGE_MAP(CAboutDlg, CDialogEx) ON_BN_CLICKED(IDOK, &CAboutDlg::OnBnClickedOk) END_MESSAGE_MAP() // CMy5ChessDlg 对话框 CMy5ChessDlg::CMy5ChessDlg(CWnd* pParent /*=NULL*/) : CDialogEx(IDD_MY5CHESS_DIALOG, pParent) { m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME); } void CMy5ChessDlg::DoDataExchange(CDataExchange* pDX) { CDialogEx::DoDataExchange(pDX); } BEGIN_MESSAGE_MAP(CMy5ChessDlg, CDialogEx) ON_WM_SYSCOMMAND() ON_WM_PAINT() ON_WM_QUERYDRAGICON() ON_WM_LBUTTONDOWN() END_MESSAGE_MAP() // CMy5ChessDlg 消息处理程序 BOOL CMy5ChessDlg::OnInitDialog() { CDialogEx::OnInitDialog(); // 将“关于...”菜单项添加到系统菜单中。 // IDM_ABOUTBOX 必须在系统命令范围内。 ASSERT((IDM_ABOUTBOX & 0xFFF0) == IDM_ABOUTBOX); ASSERT(IDM_ABOUTBOX < 0xF000); CMenu* pSysMenu = GetSystemMenu(FALSE); if (pSysMenu != NULL) { CString strAboutMenu; strAboutMenu.LoadString(IDS_ABOUTBOX); if (!strAboutMenu.IsEmpty()) { pSysMenu->AppendMenu(MF_SEPARATOR); pSysMenu->AppendMenu(MF_STRING, IDM_ABOUTBOX, strAboutMenu); } } // 设置此对话框的图标。当应用程序主窗口不是对话框时, // 系统会自动调用此函数来设置主窗口的图标 SetIcon(m_hIcon, TRUE); // 设置大图标 SetIcon(m_hIcon, FALSE); // 设置小图标 // TODO: 在此添加额外的初始化代码 // 初始化棋盘 for (int i = 0; i < BOARD_WIDTH; ++i) { for (int j = 0; j < BOARD_WIDTH; ++j) { m_board[i][j] = NONE; } } // 初始化当前玩家为黑方 m_currentPlayer = BLACK; // 初始化游戏状态为未开始 m_gameState = GAME_NOT_STARTED; return TRUE; // 除非将焦点设置到控件,否则返回 TRUE } void CMy5ChessDlg::OnSysCommand(UINT nID, LPARAM lParam) { if ((nID & 0xFFF0) == IDM_ABOUTBOX) { CAboutDlg dlgAbout; dlgAbout.DoModal(); } else { CDialogEx::OnSysCommand(nID, lParam); } } // 绘制棋盘 void CMy5ChessDlg::DrawBoard(CDC* pDC) { const int BOARD_LEFT = 50; // 棋盘左边界 const int BOARD_TOP = 50; // 棋盘上边界 const int GRID_SIZE = 40; // 棋盘格子大小 for (int i = 0; i < BOARD_WIDTH; ++i) { for (int j = 0; j < BOARD_WIDTH; ++j) { // 绘制棋格 pDC->Rectangle(BOARD_LEFT + i * GRID_SIZE, BOARD_TOP + j * GRID_SIZE, BOARD_LEFT + (i + 1) * GRID_SIZE, BOARD_TOP + (j + 1) * GRID_SIZE); // 绘制棋子 if (m_board[i][j] == BLACK) { pDC->Ellipse(BOARD_LEFT + i * GRID_SIZE + 2, BOARD_TOP + j * GRID_SIZE + 2, BOARD_LEFT + (i + 1) * GRID_SIZE - 2, BOARD_TOP + (j + 1) * GRID_SIZE - 2); } else if (m_board[i][j] == WHITE) { pDC->SelectStockObject(WHITE_BRUSH); pDC->Ellipse(BOARD_LEFT + i * GRID_SIZE + 2, BOARD_TOP + j * GRID_SIZE + 2, BOARD_LEFT + (i + 1) * GRID_SIZE - 2, BOARD_TOP + (j + 1) * GRID_SIZE - 2); pDC->SelectStockObject(BLACK_BRUSH); pDC->Ellipse(BOARD_LEFT + i * GRID_SIZE + 10, BOARD_TOP + j * GRID_SIZE + 10, BOARD_LEFT + (i + 1) * GRID_SIZE - 10, BOARD_TOP + (j + 1) * GRID_SIZE - 10); } } } } void CMy5ChessDlg::OnPaint() { if (IsIconic()) { CPaintDC dc(this); // 用于绘制的设备上下文 SendMessage(WM_ICONERASEBKGND, reinterpret_cast<WPARAM>(dc.GetSafeHdc()), 0); // 使图标在工作区矩形中居中 int cxIcon = GetSystemMetrics(SM_CXICON); int cyIcon = GetSystemMetrics(SM_CYICON); CRect rect; GetClientRect(&rect); int x = (rect.Width() - cxIcon + 1) / 2; int y = (rect.Height() - cyIcon + 1) / 2; // 绘制图标 dc.DrawIcon(x, y, m_hIcon); } else { CPaintDC dc(this); // 用于绘制的设备上下文 DrawBoard(&dc); CDialogEx::OnPaint(); } } HCURSOR CMy5ChessDlg::OnQueryDragIcon() { return static_cast<HCURSOR>(m_hIcon); } // 判断是否胜利 bool CMy5ChessDlg::IsWin(int x, int y) { int i, j, k; // 判断横向 for (i = x - 4; i <= x; ++i) { if (i < 0 || i + 4 >= BOARD_WIDTH) { continue; } for (j = i; j <= i + 4; ++j) { if (m_board[j][y] != m_currentPlayer) { break; } } if (j == i + 5) { return true; } } // 判断纵向 for (i = y - 4; i <= y; ++i) { if (i < 0 || i + 4 >= BOARD_WIDTH) { continue; } for (j = i; j <= i + 4; ++j) { if (m_board[x][j] != m_currentPlayer) { break; } } if (j == i + 5) { return true; } } // 判断左上到右下斜线 for (i = x - 4, j = y - 4; i <= x, j <= y; ++i, ++j) { if (i < 0 || i + 4 >= BOARD_WIDTH || j < 0 || j + 4 >= BOARD_WIDTH) { continue; } for (k = 0; k < 5; ++k) { if (m_board[i + k][j + k] != m_currentPlayer) { break; } } if (k == 5) { return true; } } // 判断左下到右上斜线 for (i = x - 4, j = y + 4; i <= x, j >= y; ++i, --j) { if (i < 0 || i + 4 >= BOARD_WIDTH || j > BOARD_WIDTH - 1 || j - 4 < 0) { continue; } for (k = 0; k < 5; ++k) { if (m_board[i + k][j - k] != m_currentPlayer) { break; } } if (k == 5) { return true; } } return false; } void CMy5ChessDlg::OnLButtonDown(UINT nFlags, CPoint point) { // TODO: 在此添加消息处理程序代码和/或调用默认值 CDialogEx::OnLButtonDown(nFlags, point); // 判断是否在棋盘内 const int BOARD_LEFT = 50; // 棋盘左边界 const int BOARD_TOP = 50; // 棋盘上边界 const int GRID_SIZE = 40; // 棋盘格子大小 if (point.x < BOARD_LEFT || point.y < BOARD_TOP || point.x > BOARD_LEFT + GRID_SIZE * BOARD_WIDTH || point.y > BOARD_TOP + GRID_SIZE * BOARD_WIDTH) { return; } // 计算点击的是哪个格子 int x = (point.x - BOARD_LEFT) / GRID_SIZE; int y = (point.y - BOARD_TOP) / GRID_SIZE; // 判断是否已经有棋子 if (m_board[x][y] != NONE) { return; } // 放置棋子 m_board[x][y] = m_currentPlayer; // 判断胜负 if (IsWin(x, y)) { CString strWinner; if (m_currentPlayer == BLACK) { strWinner = _T("黑方"); } else { strWinner = _T("白方"); } MessageBox(strWinner + _T("胜利!"), _T("游戏结束"), MB_OK | MB_ICONINFORMATION); // 重置棋盘 for (int i = 0; i < BOARD_WIDTH; ++i) { for (int j = 0; j < BOARD_WIDTH; ++j) { m_board[i][j] = NONE; } } // 重置游戏状态为未开始 m_gameState = GAME_NOT_STARTED; // 重绘棋盘 Invalidate(); return; } // 判断是否平局 bool bDraw = true; for (int i = 0; i < BOARD_WIDTH; ++i) { for (int j = 0; j < BOARD_WIDTH; ++j) { if (m_board[i][j] == NONE) { bDraw = false; break; } } if (!bDraw) { break; } } if (bDraw) { MessageBox(_T("平局!"), _T("游戏结束"), MB_OK | MB_ICONINFORMATION); // 重置棋盘 for (int i = 0; i < BOARD_WIDTH; ++i) { for (int j = 0; j < BOARD_WIDTH; ++j) { m_board[i][j] = NONE; } } // 重置游戏状态为未开始 m_gameState = GAME_NOT_STARTED; // 重绘棋盘 Invalidate(); return; } // 切换玩家 m_currentPlayer = m_currentPlayer == BLACK ? WHITE : BLACK; // 重绘棋盘 Invalidate(); } ``` 注意:此代码片段仅供参考,实际应用中可能需要进行修改和完善。例如,此代码中没有处理游戏开始和结束的逻辑,也没有实现悔棋和重新开始功能。
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