做過.NET Winform窗體美化的人應該都很熟悉UpdateLayeredWindow吧,UpdateLayeredWindow可以實現窗體的任意透明,效果很好,不會有毛邊。不過使用這個API之后,會有一個問題就是無法使用普通控件,而且沒有Paint消息。為了解決這個問題,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,並且可以使用TransparencyKey或者Region來實現去除不需要的窗體內容,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。不過這個也有問題:1.控件內容不能自動更新 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無法顯示光標,WebBrowser無法顯示內容。
三、采用DirectUI技術,重寫所有基礎控件。效果最好,不過工作量巨大。
使用UpdateLayeredWindow時,一般是需要對Bitmap緩存起來,通過設置剪輯區域,局部重繪來提高效率。另外還可以異步重繪,模擬Winform的失效到重繪。
有些人會說為什么不直接用WPF啊,Wpf和Winform各有優缺點,適應不同的場合。Winform相對於使用更簡單一些,系統要求更低。當然需要看人的習慣了和擅長的。
UpdateLayeredWindow 基本使用方法:
重寫窗體的 CreateParams 屬性
protected override CreateParams CreateParams
{
get
{
CreateParams cp = base .CreateParams;
cp.ExStyle |= 0x00080000 ; // WS_EX_LAYERED 擴展樣式
return cp;
}
}
API調用:
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 ;
}
需要呈現圖像的時候調用 SetBitmap 方法。只要優化好,呈現效率比普通的Paint重繪方式高很多,並且不卡不閃爍,支持任意透明。
下面是自己開發出來的效果:



這個是用OpenGL繪制的

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http://d.cskin.net
