INF: An Efficient Animation Algorithm

ID Number: Q75431

3.00

WINDOWS

Summary:

An application that shows an animated image cannot rely solely on

Windows graphical device interface (GDI) functions because they will

be too slow. Instead, the application must create its own set of

bitmaps. This article will discuss the process required and provide

tips to improve performance and memory use.

This information applies to any type of animation or fast drawing,

from painting the game pieces in Reversi to updating the time each

second in Clock.

More Information:

There are three major steps to this process:

1. Allocate the bitmap.

It is preferable to allocate a single bitmap to store all the

different "cels," the components of the animated scene. The contents

of the bitmap should be arranged in a column that is wide enough to

hold a single cel; the height is determined by the number of cels. To

improve memory usage, the bitmap should be discardable.

For example, given the definitions of the three constants below, the

following code allocates the correct size bitmap:

X_SIZE = width of the cel

Y_SIZE = height of the cel

NUM_CELS = number of cels in the animated sequence

HBITMAP hbm;

hbm = CreateDiscardableBitmap(hDC, X_SIZE, NUM_CELS * Y_SIZE);

if (!hbm)

{

// error - could not allocate bitmap

}

2. Prepare the bitmaps.

To draw into the bitmap, it must be selected into a display context

(DC). Allocate a (temporary) compatible DC for this purpose:

if (hTmpDC = CreateCompatibleDC(hDC))

{

HBITMAP hOldBm;

hOldBm = SelectObject(hTmpDC, hbm);

// and so forth

}

In many cases, all cels will share the same background. Rather than

drawing this background several times onto the bitmap, draw it once

onto the first cel and copy it to the other cels, as the following

code demonstrates:

// GDI calls to draw to hbm from (0, 0) to (X_SIZE, Y_SIZE)

for (i = 1; i < NUM_CELS; i++) // Perform the copy

BitBlt(hTmpDC, 0, i * Y_SIZE, X_SIZE, Y_SIZE, hTmpDC, 0, 0,

SRCCOPY);

After the background is copied, draw the foreground on each cel, using

regular GDI calls (in TRANSPARENT drawing mode). The coordinates for

cel "i" in bitmap hbm are:

x_pos: 0 to (X_SIZE - 1)

y_pos: (i * Y_SIZE) to (((i + 1) * Y_SIZE) - 1)

If the cels in the bitmap contain sequential images, animating to the

screen is simplified.

To finish this step, release the temporary DC.

SelectObject(hTmpDC, hOldBm);

DeleteDC(hTmpDC);

3. Animate.

A temporary, offscreen DC is required to allow the application to

select the bitmap. Note that selecting the object may fail if the

bitmap has been discarded. If this has occurred, another bitmap must

be allocated (if memory allows) and the bitmap must be initialized (as

outlined in step 2, above).

if ((hTmpDC = CreateCompatibleDC(hDC)) != NULL)

{

HBITMAP hOldBm;

if (!(hOldBm = SelectObject(hTmpDC, hbm))

// must re-allocate bitmap. Note that this MAY FAIL!!!

At this point, call the BitBlt() function to copy the various stages

of the animation sequence to the screen. If the cels in the bitmap

contain sequential images, a simple loop will do the job nicely, as

the following code demonstrates:

for (i = 0; i < NUM_CELS; i++)

{

BitBlt (hDC, x_pos, y_pos, X_SIZE, Y_SIZE, hTmpDC, 0,

i * Y_SIZE, SRCCOPY);

// Some form of delay goes here. A real-time wait, based on

// clock ticks, is recommended.

}

When the drawing is done, delete the temporary DC:

SelectObject(hTmpDC, hOldBm);

DeleteDC(hTmpDC);

It is important to cancel the selection of the bitmap between passes

through the for loop. This allows the bitmap to be discarded if the

system runs low on memory.