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High Speed Graphics Library for WinCE

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CEDraw is high speed graphics library in WinCE. It depends on GAPI . This code was written in C++ using embedded VC++ to compile it. Testing was done on an iPaq h3600 with WinCE 3.0. CEDraw use double buffer and direct write video buffer technology to enhance Draw speed. With its own graphics arithmetic the drawing speed is much faster than WinGDI.

Introduction

CE Draw supports these functions:

  • Draw Pixel
  • Fill Screen
  • Draw Line,HLine,VLine
  • Draw Polyline
  • Draw Polygon
  • Draw Rectangle
  • Fill Rectangle ( with alpha blend support )
  • Fill Polygon
  • Draw Bitmap ( Support Bmp,Gif,Jpg format, Support alpha blend )
  • Draw Text ( Own font file, support Chinese, support gdi text )

How to use it

Before use the CEDraw Library, you must copy some support file in you system.

a. Copy the dll to you WinCE system directory

  1. If using in emulation mode, copy two of the dll in …\CEGraph\DLL\X86Em directory ( gx.dll & cegl.dll) to the emulation windows system directory, always in the D:\Windows CE Tools\wce300\MS Pocket PC\emulation\palm300\windows directoty, then copy the file Hzk16 in the …\CEGraph\Res directory to the WinCE Root directory, always in D:\Windows CE Tools\wce300\MS Pocket PC\emulation\palm300
  2. if using an Arm system, copy the two DLLs in …\CEGraph\DLL\Arm ( gx.dll & cegl.dll) to the Pocket PC windows system directory. Then copy the file HZK16 to the System Root directory.

There a 4 step to use it:

Step 1 Directory:

Set the including directory to …\CEGraph\Include
And lib directory to …\CEGraph\Lib\X86Em ( if using in emulation system) or …\CEGraph\Lib\Arm ( if using in pocketpc)

Open the project setting->Link->Object/library Modules 

Add CEGL.lib

Setp 2 Head file Including:

Include the cedraw graphics header file: CEGL.h

#include "stdafx.h"
#include "SDKSample.h"
#include <commctrl.h>

#include <cegl.h> // Include CE Graphics library

Step 3 Create the CE Draw Class:

// Create the CE Draw Object:
CCEDraw m_ceDraw;

// Initialize after CreateWindow()

BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)

{
    HWND hWnd;
    TCHAR szTitle[MAX_LOADSTRING]; // The title bar text
    TCHAR szWindowClass[MAX_LOADSTRING]; // The window class name

    hInst = hInstance; // Store instance handle in our global variable
    // Initialize global strings
    LoadString(hInstance, IDC_SDKSAMPLE, szWindowClass, MAX_LOADSTRING);
    MyRegisterClass(hInstance, szWindowClass);
    LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
    hWnd = CreateWindow(szWindowClass, szTitle, WS_VISIBLE,
        0, 0, GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CYSCREEN), 
        NULL, NULL, hInstance, NULL);
    if (!hWnd)
    {
        return FALSE;
    }

    // Create the CE Grahpics Library
    m_ceDraw.Create( hWnd );

    ShowWindow(hWnd, nCmdShow);
    UpdateWindow(hWnd);

    return TRUE;
}

Step 4: Using CE Draw freely

LRESULT CALLBACK WndProc(HWND hWnd, UINT message, 
                         WPARAM wParam, LPARAM lParam)
{
    HDC hdc;
    int wmId, wmEvent;
    PAINTSTRUCT ps;
    TCHAR szHello[MAX_LOADSTRING];

    switch (message)
    {
    case WM_PAINT:
        RECT rt;
        hdc = BeginPaint(hWnd, &ps);
        GetClientRect(hWnd, &rt);
        LoadString(hInst, IDS_HELLO, szHello, MAX_LOADSTRING);
        DrawText(hdc, szHello, _tcslen(szHello), &rt,
            DT_SINGLELINE | DT_VCENTER | DT_CENTER);
        EndPaint(hWnd, &ps);

        Render(); // Render screen
        break;

        ...
    }
}

void Render( void )
{
    POINT pt[5] ={ { 140, 100 }, { 70,120 }, { 104, 150 }, 
                   { 210, 122 }, { 75, 200 } };

    // Create the ce pen object...
    CCEPen cePen;
    // Convert RGB color to CE support Color
    cePen.CreatePen( 1, 1, m_ceDraw.ConvertColor( 255, 0, 0 ) ); 

    // Select it to the graphics system
    m_ceDraw.SetGDIObject( &cePen );

    // Create the ce brush object...
    CCEBrush ceBrush1, ceBrush2;
    ceBrush1.CreateBrush( 1, m_ceDraw.ConvertColor( 200, 200, 100 ), 1 );
    ceBrush2.CreateBrush( 1, m_ceDraw.ConvertColor( 0, 240, 0 ), 1 );

    // Select it to the graphics system
    m_ceDraw.SetGDIObject( &ceBrush1 );

    // Begin Draw
    m_ceDraw.BeginDraw();
    m_ceDraw.Clear( (DWORD)255 ); // Clear screen use white color

    m_ceDraw.DrawLine( 1, 1, 100, 100 ); // Draw line

    m_ceDraw.DrawRect( 10, 10, 110, 80 ); // Draw Rect

    m_ceDraw.FillRect( 30, 30, 50, 50 ); // Fill Rect

    m_ceDraw.SetGDIObject( &ceBrush2 ); // Select another color brush
    m_ceDraw.FillRect( 40, 40, 100, 100, 0.4 ); // fill Rect with alpha blend

    m_ceDraw.FillPolygon( pt, 5 ); // Draw an polygon
    m_ceDraw.SetGDIObject( &ceBrush1 ); // Select another color brush
    m_ceDraw.FillPolygon( pt, 5, 40, 40 ); // Draw an polygon

    CCEBitmap ceBmp1,ceBmp2;

    // Load Gif picture from file
    ceBmp1.LoadBitmap( &m_ceDraw, L"windows\\wcelogo1.gif" );      
    ceBmp2.LoadBitmap( &m_ceDraw, L"windows\\welcomehead.gif" );

    // Draw bitmap with alpha blend
    ceBmp2.BitBlt( &m_ceDraw, 1, 80, 0, 0, 0, 0, SRCALPHA, 0.6f ); 
    ceBmp1.BitBlt( &m_ceDraw, 1, 200, 0, 0, 0, 0, SRCALPHA, 0.6f );

    POINT ptText = { 1, 300 };
    // Draw text with pen color
    m_ceDraw.DrawText( &ptText, "Hello CE Graph!", 16, 1 ); 

    // End Draw
    m_ceDraw.EndDraw();
    m_ceDraw.Flip(); // Flip the back buffer to the video buffer
}

Step 5:

Don’t forgot to release it:

case WM_DESTROY:
        m_ceDraw.Release();
        PostQuitMessage(0);
        break;

High Speed Graphics Library for WinCE

High Speed Graphics Library for WinCE Posted on 17-04-2014  CEDraw is high speed graphics library in WinCE. It depends on GAPI . This code was written in C++ using embedded VC++ to compile it. Testing was done on an iPaq h3600 with WinCE 3.0. CEDraw use double buffer and direct write video buffer technology to enhance Draw speed. With its own graphics arithmetic the drawing speed is much faster than WinGDI. 5/10 658

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