// 8 september 2015 #include "uipriv_windows.h" #include "area.h" static HRESULT doPaint(uiArea *a, ID2D1RenderTarget *rt, RECT *clip) { uiAreaHandler *ah = a->ah; uiAreaDrawParams dp; COLORREF bgcolorref; D2D1_COLOR_F bgcolor; D2D1_SIZE_F size; dp.Context = newContext(rt); size = ID2D1RenderTarget_GetSize(rt); dp.ClientWidth = size.width; dp.ClientHeight = size.height; dp.ClipX = clip->left; dp.ClipY = clip->top; dp.ClipWidth = clip->right - clip->left; dp.ClipHeight = clip->bottom - clip->top; dp.HScrollPos = a->hscrollpos; dp.VScrollPos = a->vscrollpos; 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); // no need to save or restore the graphics state to reset transformations; it's handled by resetTarget() in draw.c, called by newContext() above (*(ah->Draw))(ah, a, &dp); freeContext(dp.Context); return ID2D1RenderTarget_EndDraw(rt, NULL, NULL); } static void onWM_PAINT(uiArea *a) { RECT clip; HRESULT hr; // do not clear the update rect; we do that ourselves in doPaint() if (GetUpdateRect(a->hwnd, &clip, FALSE) == 0) { // set a zero clip rect just in case GetUpdateRect() didn't change clip clip.left = 0; clip.top = 0; clip.right = 0; clip.bottom = 0; } hr = doPaint(a, (ID2D1RenderTarget *) (a->rt), &clip); switch (hr) { case S_OK: if (ValidateRect(a->hwnd, NULL) == 0) logLastError("error validating rect in onWM_PAINT()"); 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(a->rt); a->rt = NULL; break; default: logHRESULT("error painting in onWM_PAINT()", hr); } } static void onWM_PRINTCLIENT(uiArea *a) { RECT client; if (GetClientRect(a->hwnd, &client) == 0) logLastError("error getting client rect in onWM_PRINTCLIENT()"); //TODO doPaint(a, (HDC) wParam, &client); } BOOL areaDoDraw(uiArea *a, UINT uMsg, WPARAM wParam, LPARAM lParam, LRESULT *lResult) { switch (uMsg) { case WM_PAINT: onWM_PAINT(a); *lResult = 0; return TRUE; case WM_PRINTCLIENT: onWM_PRINTCLIENT(xxxx); *lResult = 0; return TRUE; } return FALSE; } // TODO only if the render target wasn't just created? void areaDrawOnResize(uiArea *a, RECT *newClient) { D2D1_SIZE_U size; size.width = newClient->right - newClient->left; size.height = newClient->bottom - newClient->top; // don't track the error; we'll get that in EndDraw() // see https://msdn.microsoft.com/en-us/library/windows/desktop/dd370994%28v=vs.85%29.aspx ID2D1HwndRenderTarget_Resize(a->rt, &size); // according to Rick Brewster, we must always redraw the entire client area after calling ID2D1RenderTarget::Resize() (see http://stackoverflow.com/a/33222983/3408572) // we used to have a uiAreaHandler.RedrawOnResize() method to decide this; now you know why we don't anymore if (InvalidateRect(a->hwnd, NULL, TRUE) == 0) logLastError("error redrawing area on resize in areaDrawOnResize()"); }