C# Winform實(shí)現(xiàn)炫酷的透明動(dòng)畫界面
做過(guò).NET Winform窗體美化的人應(yīng)該都很熟悉UpdateLayeredWindow吧,UpdateLayeredWindow可以實(shí)現(xiàn)窗體的任意透明,效果很好,不會(huì)有毛邊。不過(guò)使用這個(gè)API之后,會(huì)有一個(gè)問題就是無(wú)法使用普通控件,而且沒有Paint消息。為了解決這個(gè)問題,有兩種方法。
一、使用雙層窗體,底層窗體使用UpdateLayeredWindow作為背景,上層窗體用普通窗體,并且可以使用TransparencyKey或者Region來(lái)實(shí)現(xiàn)去除不需要的窗體內(nèi)容,讓上層窗體能看到底層的窗體。
二、直接單層窗體,使用控件的DrawToBitmap把控件圖像繪制到UpdateLayeredWindow 的窗體上,這樣就可以看到普通控件了。不過(guò)這個(gè)也有問題:1.控件內(nèi)容不能自動(dòng)更新 2.效率低,很多控件使用DrawToBitmap繪制出的圖像不完整,甚至繪制不出圖像。比如TextBox無(wú)法顯示光標(biāo),WebBrowser無(wú)法 顯示內(nèi)容。
三、采用DirectUI技術(shù),重寫所有基礎(chǔ)控件。效果最好,不過(guò)工作量巨大。
使用UpdateLayeredWindow時(shí),一般是需要對(duì)Bitmap緩存起來(lái),通過(guò)設(shè)置剪輯區(qū)域,局部重繪來(lái)提高效率。另外還可以異步重繪,模擬Winform的失效到重繪。
有些人會(huì)說(shuō)為什么不直接用WPF啊,Wpf和Winform各有優(yōu)缺點(diǎn),適應(yīng)不同的場(chǎng)合。Winform相對(duì)于使用更簡(jiǎn)單一些,系統(tǒng)要求更低。當(dāng)然需要看人的習(xí)慣了和擅長(zhǎng)的。
UpdateLayeredWindow 基本使用方法:
- protected override CreateParams CreateParams
- {
- get
- {
- CreateParams cp = base .CreateParams;
- cp.ExStyle |= 0x00080000 ; // WS_EX_LAYERED 擴(kuò)展樣式
- return cp;
- }
- }
重寫窗體的 CreateParams 屬性
API調(diào)用:
- public void SetBitmap(Bitmap bitmap, byte opacity)
- {
- if (bitmap.PixelFormat != PixelFormat.Format32bppArgb)
- throw new ApplicationException( "位圖必須是32位包含alpha 通道" );
- 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 )); // 創(chuàng)建GDI位圖句柄,效率較低
- 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);
- Win32.DeleteObject(hBitmap);
- }
- Win32.DeleteDC(memDc);
- }
- }
API聲明:
- class Win32
- {
- public enum Bool
- {
- False = 0 ,
- True
- } ;
- [StructLayout(LayoutKind.Sequential)]
- public struct Point
- {
- public Int32 x;
- public Int32 y;
- public Point(Int32 x, Int32 y)
- { this .x = x; this .y = y; }
- }
- [StructLayout(LayoutKind.Sequential)]
- public struct Size
- {
- public Int32 cx;
- public Int32 cy;
- public Size(Int32 cx, Int32 cy)
- { this .cx = cx; this .cy = cy; }
- }
- [StructLayout(LayoutKind.Sequential, Pack = 1 )]
- struct ARGB
- {
- public byte Blue;
- public byte Green;
- public byte Red;
- public byte Alpha;
- }
- [StructLayout(LayoutKind.Sequential, Pack = 1 )]
- public struct BLENDFUNCTION
- {
- public byte BlendOp;
- public byte BlendFlags;
- public byte SourceConstantAlpha;
- public byte AlphaFormat;
- }
- public const Int32 ULW_COLORKEY = 0x00000001 ;
- public const Int32 ULW_ALPHA = 0x00000002 ;
- public const Int32 ULW_OPAQUE = 0x00000004 ;
- public const byte AC_SRC_OVER = 0x00 ;
- public const byte AC_SRC_ALPHA = 0x01 ;
- [DllImport( " user32.dll " , ExactSpelling = true , SetLastError = true )]
- public static extern Bool UpdateLayeredWindow(IntPtr hwnd, IntPtr hdcDst, ref Point pptDst, ref Size psize, IntPtr hdcSrc, ref Point pprSrc, Int32 crKey, ref BLENDFUNCTION pblend, Int32 dwFlags);
- [DllImport( " user32.dll " , ExactSpelling = true , SetLastError = true )]
- public static extern IntPtr GetDC(IntPtr hWnd);
- [DllImport( " user32.dll " , ExactSpelling = true )]
- public static extern int ReleaseDC(IntPtr hWnd, IntPtr hDC);
- [DllImport( " gdi32.dll " , ExactSpelling = true , SetLastError = true )]
- public static extern IntPtr CreateCompatibleDC(IntPtr hDC);
- [DllImport( " gdi32.dll " , ExactSpelling = true , SetLastError = true )]
- public static extern Bool DeleteDC(IntPtr hdc);
- [DllImport( " gdi32.dll " , ExactSpelling = true )]
- public static extern IntPtr SelectObject(IntPtr hDC, IntPtr hObject);
- [DllImport( " gdi32.dll " , ExactSpelling = true , SetLastError = true )]
- public static extern Bool DeleteObject(IntPtr hObject);
- [DllImport( " user32.dll " , EntryPoint = " SendMessage " )]
- public static extern int SendMessage( int hWnd, int wMsg, int wParam, int lParam);
- [DllImport( " user32.dll " , EntryPoint = " ReleaseCapture " )]
- public static extern int ReleaseCapture();
- public const int WM_SysCommand = 0x0112 ;
- public const int SC_MOVE = 0xF012 ;
- public const int SC_MAXIMIZE = 61488 ;
- public const int SC_MINIMIZE = 61472 ;
- }
需要呈現(xiàn)圖像的時(shí)候調(diào)用 SetBitmap 方法。只要優(yōu)化好,呈現(xiàn)效率比普通的Paint重繪方式高很多,并且不卡不閃爍,支持任意透明。
下面是自己開發(fā)出來(lái)的效果:
這個(gè)是用OpenGL繪制的