作過.NET Winform窗體美化的人應該都很熟悉UpdateLayeredWindow吧,UpdateLayeredWindow能夠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以後,會有一個問題就是沒法使用普通控件,並且沒有Paint消息。爲了解決這個問題,有兩種方法。html
1、使用雙層窗體,底層窗體使用UpdateLayeredWindow做爲背景,上層窗體用普通窗體,而且可使用TransparencyKey或者Region來實現去除不須要的窗體內容,讓上層窗體能看到底層的窗體。緩存
2、直接單層窗體,使用控件的DrawToBitmap把控件圖像繪製到UpdateLayeredWindow的窗體上,這樣就能夠看到普通控件了。不過這個也有問題:1.控件內容不能自動更新 2.效率低,不少控件使用DrawToBitmap繪製出的圖像不完整,甚至繪製不出圖像。好比TextBox沒法顯示光標,WebBrowser沒法顯示內容。異步
3、採用DirectUI技術,重寫全部基礎控件。效果最好,不過工做量巨大。ide
使用UpdateLayeredWindow時,通常是須要對Bitmap緩存起來,經過設置剪輯區域,局部重繪來提升效率。另外還能夠異步重繪,模擬Winform的失效到重繪。優化
有些人會說爲何不直接用WPF啊,Wpf和Winform各有優缺點,適應不一樣的場合。Winform相對於使用更簡單一些,系統要求更低。固然須要看人的習慣了和擅長的。this
UpdateLayeredWindow 基本使用方法:spa
重寫窗體的 CreateParams 屬性.net
protected override CreateParams CreateParams { get { CreateParams cp = base .CreateParams; cp.ExStyle |= 0x00080000 ; // WS_EX_LAYERED 擴展樣式 return cp; } }
API調用:orm
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 )); // 建立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:htm
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 ; }
須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重繪方式高不少,而且不卡不閃爍,支持任意透明。
下面是本身開發出來的效果:
這個是用OpenGL繪製的
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