// 17 april 2016 #include "uipriv_windows.h" // The Direct2D scratch window is a utility for libui internal use to do quick things with Direct2D. // To use, call newD2DScratch() passing in a subclass procedure. This subclass procedure should handle the msgD2DScratchPaint message, which has the following usage: // - wParam - 0 // - lParam - ID2D1RenderTarget * // - lResult - 0 // Other messages can also be handled here. // TODO allow resize #define d2dScratchClass L"libui_d2dScratchClass" // TODO clip rect static HRESULT d2dScratchDoPaint(HWND hwnd, ID2D1RenderTarget *rt) { COLORREF bgcolorref; D2D1_COLOR_F bgcolor; ID2D1RenderTarget_BeginDraw(rt); // TODO only clear the clip area // TODO clear with actual background brush bgcolorref = GetSysColor(COLOR_BTNFACE); bgcolor.r = ((float) GetRValue(bgcolorref)) / 255.0; // due to utter apathy on Microsoft's part, GetGValue() does not work with MSVC's Run-Time Error Checks // it has not worked since 2008 and they have *never* fixed it bgcolor.g = ((float) ((BYTE) ((bgcolorref & 0xFF00) >> 8))) / 255.0; bgcolor.b = ((float) GetBValue(bgcolorref)) / 255.0; bgcolor.a = 1.0; ID2D1RenderTarget_Clear(rt, &bgcolor); SendMessageW(hwnd, msgD2DScratchPaint, 0, (LPARAM) rt); return ID2D1RenderTarget_EndDraw(rt, NULL, NULL); } static LRESULT CALLBACK d2dScratchWndProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { LONG_PTR init; ID2D1HwndRenderTarget *rt; HRESULT hr; init = GetWindowLongPtrW(hwnd, 0); if (!init) { if (uMsg == WM_CREATE) SetWindowLongPtrW(hwnd, 0, (LONG_PTR) TRUE); return DefWindowProcW(hwnd, uMsg, wParam, lParam); } rt = (ID2D1HwndRenderTarget *) GetWindowLongPtrW(hwnd, GWLP_USERDATA); if (rt == NULL) { rt = makeHWNDRenderTarget(hwnd); SetWindowLongPtrW(hwnd, GWLP_USERDATA, (LONG_PTR) rt); } switch (uMsg) { case WM_DESTROY: ID2D1HwndRenderTarget_Release(rt); SetWindowLongPtrW(hwnd, 0, (LONG_PTR) FALSE); break; case WM_PAINT: hr = d2dScratchDoPaint(hwnd, (ID2D1RenderTarget *) rt); switch (hr) { case S_OK: if (ValidateRect(hwnd, NULL) == 0) logLastError("error validating D2D scratch control rect in d2dScratchWndProc()"); break; case D2DERR_RECREATE_TARGET: // DON'T validate the rect // instead, simply drop the render target // we'll get another WM_PAINT and make the render target again // TODO would this require us to invalidate the entire client area? ID2D1HwndRenderTarget_Release(rt); SetWindowLongPtrW(hwnd, GWLP_USERDATA, (LONG_PTR) NULL); break; default: logHRESULT("error drawing D2D scratch window in d2dScratchWndProc()", hr); } return 0; case WM_PRINTCLIENT: // TODO break; } return DefWindowProcW(hwnd, uMsg, wParam, lParam); } ATOM registerD2DScratchClass(HICON hDefaultIcon, HCURSOR hDefaultCursor) { WNDCLASSW wc; ZeroMemory(&wc, sizeof (WNDCLASSW)); wc.lpszClassName = d2dScratchClass; wc.lpfnWndProc = d2dScratchWndProc; wc.hInstance = hInstance; wc.hIcon = hDefaultIcon; wc.hCursor = hDefaultCursor; wc.hbrBackground = (HBRUSH) (COLOR_BTNFACE + 1); wc.cbWndExtra = sizeof (LONG_PTR); // for the init status return RegisterClassW(&wc); } void unregisterD2DScratchClass(void) { if (UnregisterClassW(d2dScratchClass, hInstance) == 0) logLastError("error unregistering D2D scratch window class in unregisterD2DScratchClass()"); } HWND newD2DScratch(HWND parent, RECT *rect, HMENU controlID, SUBCLASSPROC subclass, DWORD_PTR subclassData) { HWND hwnd; hwnd = CreateWindowExW(0, d2dScratchClass, L"", WS_CHILD | WS_VISIBLE, rect->left, rect->top, rect->right - rect->left, rect->bottom - rect->top, parent, controlID, hInstance, NULL); if (hwnd == NULL) logLastError("error creating D2D scratch window in newD2DScratch()"); if (SetWindowSubclass(hwnd, subclass, 0, subclassData) == FALSE) logLastError("error subclassing D2D scratch window in newD2DScratch()"); return hwnd; }