void CTestView::OnDraw(CDC* pDC)
{
CTestDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
// TODO: add draw code for native data here
CRect rect;
GetClientRect(&rect);//获取客户区大小
//画背景 棋盘等
static bool i=0;
if(!i)
{
bmpbegin.LoadBitmap(IDB_BEGIN);
begindc.CreateCompatibleDC(pDC);
begindc.SelectObject(&bmpbegin);
bmpend.LoadBitmap(IDB_END);
enddc.CreateCompatibleDC(pDC);
enddc.SelectObject(&bmpend);
bmpback.LoadBitmap(IDB_BACK);
backdc.CreateCompatibleDC(pDC);
backdc.SelectObject(&bmpback);
bmpback.GetBitmap(&backbmp);
i=1;
}
pDC>StretchBlt(20,20,rect.Width()-130,rect.Height()-30,&backdc,0,0,backbmp.bmWidth,backbmp.bmHeight,SRCCOPY);
pDC->BitBlt(rect.Width()-100,70,100,50,&begindc,0,0,SRCCOPY);
pDC->BitBlt(rect.Width()-100,150,100,50,&enddc,0,0,SRCCOPY);
//棋盘坐标赋值
/*************************************************************************/
float mapw,maph;//格子长度
mapw =((float)rect.Width()-130.0)/14.0;
maph =((float)rect.Height()-30.0)/14.0;
int mapi,mapj;
for(mapi=0;mapi<15;mapi++)
{
for(mapj=0;mapj<15;mapj++)
{
(mappoint[mapi][mapj]).x=20+mapi*mapw;
(mappoint[mapi][mapj]).y=20+mapj*maph;
}
}
/*************************************************************************/
//画棋子
CBrush backbrush(RGB(0,0,0));
CBrush whitebrush(RGB(255,255,255));
for(mapi=0;mapi<15;mapi++)
{
for(mapj=0;mapj<15;mapj++)
{
if(backmap[mapi][mapj]||whitemap[mapi][mapj])
{
CPoint p1,p2;
p1.x=mappoint[mapi][mapj].x-maph/2;
p1.y=mappoint[mapi][mapj].y-maph/2;
p2.x=mappoint[mapi][mapj].x+maph/2;
p2.y=mappoint[mapi][mapj].y+maph/2;
if(backmap[mapi][mapj])
pDC->SelectObject(backbrush);
if(whitemap[mapi][mapj])
pDC->SelectObject(whitebrush);
pDC->Ellipse(CRect(p1,p2));
}
}
}
if(1==chess%2)
str="白棋走";
if(0==chess%2)
str="黑棋走";
pDC->TextOut(rect.Width()-80,20,str);
str.Format("棋子数:%d",chess-1);
pDC->TextOut(rect.Width()-80,40,str);
}
解决屏幕闪烁问题,要用双缓冲技术,强调一下gdi+不支持双缓冲,gdi才支持。就是先再内存中画,然后再一次性画到屏幕上面,这样就避免屏幕设备不断出现白色屏幕的闪烁问题。