libui/windows/d2dscratch.cpp

127 lines
3.7 KiB
C++

// 17 april 2016
#include "uipriv_windows.hpp"
// 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;
rt->BeginDraw();
// 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;
rt->Clear(&bgcolor);
SendMessageW(hwnd, msgD2DScratchPaint, 0, (LPARAM) rt);
return rt->EndDraw(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:
rt->Release();
SetWindowLongPtrW(hwnd, 0, (LONG_PTR) FALSE);
break;
case WM_PAINT:
hr = d2dScratchDoPaint(hwnd, rt);
switch (hr) {
case S_OK:
if (ValidateRect(hwnd, NULL) == 0)
logLastError(L"error validating D2D scratch control rect");
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?
rt->Release();
SetWindowLongPtrW(hwnd, GWLP_USERDATA, (LONG_PTR) NULL);
break;
default:
logHRESULT(L"error drawing D2D scratch window", 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(L"error unregistering D2D scratch window class");
}
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)
// TODO return decoy window
logLastError(L"error creating D2D scratch window");
if (SetWindowSubclass(hwnd, subclass, 0, subclassData) == FALSE)
logLastError(L"error subclassing D2D scratch window");
return hwnd;
}