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Display Device Contexts
An application obtains a display DC by calling the BeginPaint, GetDC, or GetDCEx function and identifying the window in which the corresponding output will appear. Typically, an application obtains a display DC only when it must draw in the client area. When the application is finished drawing, it must release the DC by calling the EndPaint or ReleaseDC function.
There are three types of DCs for video displays:
Class
Common
Private
Class Device Contexts
Class device contexts are supported strictly for compatibility with 16-bit versions of Windows. When writing your application, avoid using the class device context; use a private device context instead.
Common Device Contexts
Common device contexts are display DCs maintained in a special cache by the system. Common device contexts are used in applications that perform infrequent drawing operations. Before the system returns the DC handle, it initializes the common device context with default objects, attributes, and modes. Any drawing operations performed by the application use these defaults unless one of the GDI functions is called to select a new object, change the attributes of an existing object, or select a new mode.
Because only a limited number of common device contexts exist, an application should release them after it has finished drawing. When the application releases a common device context, any changes to the default data are lost.
Private Device Contexts
Private device contexts are display DCs that, unlike common device contexts, retain any changes to the default data—even after an application releases them. Private device contexts are used in applications that perform numerous drawing operations such as computer-aided design (CAD) applications, desktop-publishing applications, drawing and painting applications, and so on. Private device contexts are not part of the system cache and therefore need not be released after use. The system automatically removes a private device context after the last window of that class has been destroyed.
An application creates a private device context by first specifying the CS_OWNDC window-class style when it initializes the style member of the WNDCLASS structure and calls the RegisterClass function. (For more information about window classes, see Window Classes.)
After creating a window with the CS_OWNDC style, an application can call the GetDC, GetDCEx, or BeginPaint function once to obtain a handle identifying a private device context. The application can continue using this handle (and the associated DC) until it deletes the window created with this class. Any changes to graphic objects and their attributes, or graphic modes are retained by the system until the window is deleted.
Memory Device Contexts
To enable applications to place output in memory rather than sending it to an actual device, use a special device context for bitmap operations called a memory device context. A memory DC enables the system to treat a portion of memory as a virtual device. It is an array of bits in memory that an application can use temporarily to store the color data for bitmaps created on a normal drawing surface. Because the bitmap is compatible with the device, a memory DC is also sometimes referred to as a compatible device context.
The memory DC stores bitmap images for a particular device. An application can create a memory DC by calling the CreateCompatibleDC function.
The original bitmap in a memory DC is simply a placeholder. Its dimensions are one pixel by one pixel. Before an application can begin drawing, it must select a bitmap with the appropriate width and height into the DC by calling the SelectObject function. To create a bitmap of the appropriate dimensions, use the CreateBitmap, CreateBitmapIndirect, or CreateCompatibleBitmap function. After the bitmap is selected into the memory DC, the system replaces the single-bit array with an array large enough to store color information for the specified rectangle of pixels.
When an application passes the handle returned by CreateCompatibleDC to one of the drawing functions, the requested output does not appear on a device's drawing surface. Instead, the system stores the color information for the resultant line, curve, text, or region in the array of bits. The application can copy the image stored in memory back onto a drawing surface by calling the BitBlt function, identifying the memory DC as the source device context and a window or screen DC as the target device context.
When displaying a DIB or a DDB created from a DIB on a palette device, you can improve the speed at which the image is drawn by arranging the logical palette to match the layout of the system palette. To do this, call GetDeviceCaps with the NUMRESERVED value to get the number of reserved colors in the system. Then call GetSystemPaletteEntries and fill in the first and last NUMRESERVED/2 entries of the logical palette with the corresponding system colors. For example, if NUMRESERVED is 20, you would fill in the first and last 10 entries of the logical palette with the system colors. Then fill in the remaining 256-NUMRESERVED colors of the logical palette (in our example, the remaining 236 colors) with colors from the DIB and set the PC_NOCOLLAPSE flag on each of these colors.
For more information about color and palettes, see Colors. For more information about bitmaps and bitmap operations, see Bitmaps.
and a link to an interesting article on GDI objects :