120 lines
3.5 KiB
C
120 lines
3.5 KiB
C
// 8 september 2015
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#include "uipriv_windows.h"
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#include "area.h"
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static HRESULT doPaint(uiArea *a, ID2D1RenderTarget *rt, RECT *clip)
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{
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uiAreaHandler *ah = a->ah;
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uiAreaDrawParams dp;
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COLORREF bgcolorref;
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D2D1_COLOR_F bgcolor;
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D2D1_SIZE_F size;
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dp.Context = newContext(rt);
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size = ID2D1RenderTarget_GetSize(rt);
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dp.ClientWidth = size.width;
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dp.ClientHeight = size.height;
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dp.ClipX = clip->left;
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dp.ClipY = clip->top;
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dp.ClipWidth = clip->right - clip->left;
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dp.ClipHeight = clip->bottom - clip->top;
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dp.HScrollPos = a->hscrollpos;
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dp.VScrollPos = a->vscrollpos;
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ID2D1RenderTarget_BeginDraw(rt);
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// TODO only clear the clip area
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// TODO clear with actual background brush
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bgcolorref = GetSysColor(COLOR_BTNFACE);
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bgcolor.r = ((float) GetRValue(bgcolorref)) / 255.0;
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// due to utter apathy on Microsoft's part, GetGValue() does not work with MSVC's Run-Time Error Checks
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// it has not worked since 2008 and they have *never* fixed it
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bgcolor.g = ((float) ((BYTE) ((bgcolorref & 0xFF00) >> 8))) / 255.0;
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bgcolor.b = ((float) GetBValue(bgcolorref)) / 255.0;
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bgcolor.a = 1.0;
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ID2D1RenderTarget_Clear(rt, &bgcolor);
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// no need to save or restore the graphics state to reset transformations; it's handled by resetTarget() in draw.c, called by newContext() above
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(*(ah->Draw))(ah, a, &dp);
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freeContext(dp.Context);
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return ID2D1RenderTarget_EndDraw(rt, NULL, NULL);
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}
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static void onWM_PAINT(uiArea *a)
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{
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RECT clip;
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HRESULT hr;
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// do not clear the update rect; we do that ourselves in doPaint()
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if (GetUpdateRect(a->hwnd, &clip, FALSE) == 0) {
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// set a zero clip rect just in case GetUpdateRect() didn't change clip
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clip.left = 0;
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clip.top = 0;
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clip.right = 0;
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clip.bottom = 0;
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}
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hr = doPaint(a, (ID2D1RenderTarget *) (a->rt), &clip);
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switch (hr) {
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case S_OK:
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if (ValidateRect(a->hwnd, NULL) == 0)
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logLastError("error validating rect in onWM_PAINT()");
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break;
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case D2DERR_RECREATE_TARGET:
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// DON'T validate the rect
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// instead, simply drop the render target
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// we'll get another WM_PAINT and make the render target again
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// TODO would this require us to invalidate the entire client area?
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ID2D1HwndRenderTarget_Release(a->rt);
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a->rt = NULL;
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break;
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default:
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logHRESULT("error painting in onWM_PAINT()", hr);
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}
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}
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static void onWM_PRINTCLIENT(uiArea *a)
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{
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RECT client;
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if (GetClientRect(a->hwnd, &client) == 0)
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logLastError("error getting client rect in onWM_PRINTCLIENT()");
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//TODO doPaint(a, (HDC) wParam, &client);
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}
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BOOL areaDoDraw(uiArea *a, UINT uMsg, WPARAM wParam, LPARAM lParam, LRESULT *lResult)
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{
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switch (uMsg) {
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case WM_PAINT:
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onWM_PAINT(a);
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*lResult = 0;
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return TRUE;
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case WM_PRINTCLIENT:
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onWM_PRINTCLIENT(xxxx);
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*lResult = 0;
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return TRUE;
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}
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return FALSE;
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}
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// TODO only if the render target wasn't just created?
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void areaDrawOnResize(uiArea *a, RECT *newClient)
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{
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D2D1_SIZE_U size;
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size.width = newClient->right - newClient->left;
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size.height = newClient->bottom - newClient->top;
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// don't track the error; we'll get that in EndDraw()
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// see https://msdn.microsoft.com/en-us/library/windows/desktop/dd370994%28v=vs.85%29.aspx
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ID2D1HwndRenderTarget_Resize(a->rt, &size);
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// according to Rick Brewster, we must always redraw the entire client area after calling ID2D1RenderTarget::Resize() (see http://stackoverflow.com/a/33222983/3408572)
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// we used to have a uiAreaHandler.RedrawOnResize() method to decide this; now you know why we don't anymore
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if (InvalidateRect(a->hwnd, NULL, TRUE) == 0)
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logLastError("error redrawing area on resize in areaDrawOnResize()");
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}
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