c++ Win32.SelectObject失败,GetLastError返回错误1400(无效窗口句柄)

C++ Win32. SelectObject Fails, with GetLastError returning error 1400 (invalid window handle)

本文关键字:1400 无效 窗口句柄 错误 返回 SelectObject Win32 失败 GetLastError c++      更新时间:2023-10-16

所以我尝试着在Win32上复制《Pong》,并且一切都很顺利,但是之后我在物理上做了很多工作,当我测试它时,精灵位图甚至不再显示:/

所以,这是我如何初始化渲染的东西:
int InitRenderer(int showCMD)
{
    context = GetDC(winHandle);
    if(!context)
    {
        return EXIT_FAILURE;
    }
    ShowWindow(winHandle, showCMD);
    UpdateWindow(winHandle);
    CreateDoubleBuffer(&globalBuffer);
    ClearWindow(globalBuffer.hdcBack, globalBuffer.scrnRect);
    return EXIT_SUCCESS;
}
下面是CreateDoubleBuffer函数:
void CreateDoubleBuffer(BUFFER *buffer)
{
    buffer->hwnd = winHandle;
    GetClientRect(winHandle, &(buffer->scrnRect));
    buffer->hdcFront    = GetDC(buffer->hwnd);  //get a handle to the DC and plop it into the front buffer.
    buffer->hdcBack     = CreateCompatibleDC(buffer->hdcFront); //get a compatible DC for the Back buffer.
    buffer->hdcBitmap   = CreateCompatibleDC(buffer->hdcFront); //get a compatible DC for the bitmap.
    buffer->hCompBitmap = CreateCompatibleBitmap(buffer->hdcFront, buffer->scrnRect.right, buffer->scrnRect.bottom);    //Create a compatible bitmap as a dummy, and store in the front buffer.
    buffer->hOldBitmap  = (HBITMAP)SelectObject(buffer->hdcBack, buffer->hCompBitmap);
}
作为参考,

BUFFER结构看起来像这样:

struct BUFFER                   // This is our back buffering structure
{
    HWND hwnd;                  // This holds the current window's handle
    RECT scrnRect;              // This holds the client rectangle of the window
    HANDLE hCompBitmap;         // This holds the compatible bitmap for the backbuffer
    HANDLE hOldBitmap;          // This is used for storage to free when the program quits
    HANDLE hOldBitmap2;         // This is used as storage to swap between selected bitmaps when using selectObject()
    HDC hdcFront;               // This is the front buffer (The part we see)
    HDC hdcBack;                // This is the back buffer (the part we draw to, then flip)
    HDC hdcBitmap;              // This is a temp buffer to swap the bitmap back and forth from
};

所以我有一个Sprite类,它只是包装了一个HBITMAP和一个文件名字符串,以及一些操作这些的函数。当我想绘制精灵时,这个函数被称为:

void RenderSprite(BUFFER *buffer, HBITMAP bmp, Vec2I pos, Vec2F origin)
{
    buffer->hOldBitmap2 = (HBITMAP)SelectObject(buffer->hdcBitmap, bmp);    //we put the bitmap into the extra HDC to hold it there.
    if(!buffer->hOldBitmap2)
    {
        std::cout << GetLastError() << "n";
    }
    BitBlt(buffer->hdcBack, pos.GetX() + (int)origin.GetX(), pos.GetY() + (int)origin.GetY(), buffer->scrnRect.right, buffer->scrnRect.bottom, buffer->hdcBitmap, 0, 0, SRCCOPY);   //blit the bitmap into the backbuffer.
    SelectObject(buffer->hdcBitmap, buffer->hOldBitmap2);   //put the old handle to the bitmap back where it belongs.
}

并且它是在这个函数的开始SelectObject失败,所以buffer->hOldBitmap2为空。GetLastError返回的错误是1400,这意味着无效的窗口句柄,所以我猜winHandle(一个全局变量,只是让你知道)是混乱的。但我不知道该怎么做。我是这样初始化它的:

int Game::Start(HINSTANCE instance, int showCMD)
{
    WNDCLASSEX winClass    = {0};
    winClass.cbSize        = sizeof(winClass);
    winClass.style         = CS_HREDRAW | CS_VREDRAW;
    winClass.lpfnWndProc   = WndProc;
    winClass.hInstance     = instance;
    winClass.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
    winClass.lpszClassName = _winClassName;
    winClass.hCursor       = (HCURSOR)LoadImage(NULL, MAKEINTRESOURCE(OCR_CROSS), IMAGE_CURSOR, 0, 0, LR_SHARED);   //using a cross for a cursor because we're hipsters here at cow_co industries.
    RegisterClassEx(&winClass);
    /**
    *   WS_EX_CLIENTEDGE gives the client a sunken edge.
    **/
    winHandle = CreateWindowEx(WS_EX_CLIENTEDGE, _winClassName, "Win32 Pong", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, NULL, NULL, instance, NULL);
    if(!winHandle)
    {
        return EXIT_FAILURE;
    }
    //other stuff...

从它起作用的时候起我就没有改变过。

在屏幕上发生了什么,我只是得到一个空白的窗口,所以没有崩溃消息或其他什么,但它只是…空白。

我已经看了周围的其他问题和解决方案,这些似乎与注册窗口类等问题有关。我检查了我的,我看不出有什么问题。我已经调试过了,并且hOldBitmap2是缓冲区中唯一为空的部分。其余的就好了。

任何帮助您的圣人堆栈可以提供将不胜感激。

我刚遇到这个问题。

应用程序不能将单个位图选择到多个DC at一段时间。位图是否已被选择到另一个DC中?——8月27日15 at 18:09

很近!

OK:

SelectObject( hdc_bitmap, buf_bitmap )

失败:

SelectObject( hdc_bitmap, buf_bitmap )
SelectObject( hdc_bitmap, buf_bitmap )

这意味着如果你的RenderSprite函数尝试在一行中绘制相同的精灵两次,会失败的