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Come animare la bitmap di una finestra figlio stratificata

Nota

Per le app in Windows 10, ti consigliamo di usare le API Windows.UI.Composition anziché DirectComposition. Per ulteriori informazioni, consulta Modernizza la tua app desktop usando il livello visivo.

In questo argomento viene descritto come creare e animare un visivo che usa la bitmap di una finestra figlio stratificata come contenuto del visivo. L'esempio descritto in questo argomento usa una trasformazione animata di scala per "aumentare" la bitmap di una finestra figlia da dimensioni ridotte a dimensioni intere. Per ulteriori informazioni sulle finestre a più livelli, vedere bitmap delle finestre.

Cosa è necessario sapere

Tecnologie

Prerequisiti

  • C/C++
  • Microsoft Win32
  • Modello a Oggetti di Componenti (COM)

Disposizioni

Passaggio 1: Creare una finestra figlio a più livelli

Usare la procedura seguente per creare una finestra figlio stratificata.

  1. Registrare la classe finestra figlia e creare una finestra figlia con lo stile WS_EX_LAYERED. Nell'esempio seguente, m_dpiX e m_dpiY specificano la risoluzione dello schermo in pixel per pollice logico e m_hwndMain è l'handle della finestra principale dell'applicazione.
    HWND m_hwndLayeredChild;

    
HRESULT hr = S_OK;

    WNDCLASSEXW wcex;
    wcex.cbSize         = sizeof(wcex);
    wcex.style          = 0;
    wcex.lpfnWndProc    = DemoApp::ChildWndProc;
    wcex.cbClsExtra     = 0;
    wcex.cbWndExtra     = 0;
    wcex.hInstance      = HINST_THISCOMPONENT;
    wcex.hIcon          = NULL;
    wcex.hCursor        = LoadCursor(NULL, IDC_ARROW);
    wcex.hbrBackground  = (HBRUSH) GetStockObject(GRAY_BRUSH);
    wcex.lpszMenuName   = NULL;
    wcex.lpszClassName  = L"DCompLayeredChildWindow";
    wcex.hIconSm        = NULL;

    if (!RegisterClassExW(&wcex))
    {
        return FALSE;
    }

    m_hwndLayeredChild = CreateWindowEx(WS_EX_LAYERED,
        L"DCompLayeredChildWindow",
        NULL,
        WS_CHILD | WS_CLIPSIBLINGS,
        0,
        0,
        static_cast<UINT>(ceil(640.0f * m_dpiX / 96.0f)),
        static_cast<UINT>(ceil(480.0f * m_dpiY / 96.0f)),
        m_hwndMain,
        NULL,
        HINST_THISCOMPONENT,
        this);
  1. Chiamare la funzione SetLayeredWindowAttributes per impostare la chiave colore di trasparenza e l'opacità della finestra figlio a più livelli. Il codice seguente imposta la chiave colore trasparenza su zero e l'opacità su 255 (opaco).
    if (!SetLayeredWindowAttributes(m_hwndLayeredChild, 0, 255, LWA_ALPHA))
    {
        hr = HRESULT_FROM_WIN32(GetLastError());
    }
  1. Eseguire il rendering di alcuni contenuti nella finestra figlia.

Passaggio 2: Inizializzare oggetti DirectComposition

Crea l'oggetto dispositivo e l'oggetto di destinazione della composizione. Per altre informazioni, vedere Come inizializzare DirectComposition.

Passaggio 3: Creare un oggetto visivo e impostare la bitmap della finestra figlia stratificata come contenuto.

Usare la procedura seguente per creare un oggetto visivo, impostarne la proprietà contenuto per usare la bitmap della finestra figlio a più livelli e quindi aggiungere l'oggetto visivo alla struttura ad albero visuale.

  1. Chiamare IDCompositionDevice::CreateVisual per creare un oggetto visivo.
  2. Creare una superficie Microsoft DirectComposition per la finestra figlio stratificata passando l'handle della finestra figlio alla funzione CreateSurfaceFromHwnd .
  3. Chiamare il metodo IDCompositionVisual::SetContentdell'oggetto visivoper impostare la nuova superficie come contenuto visivo della finestra figlio stratificata.
  4. Aggiungere l'oggetto visivo alla struttura ad albero visuale. Per aggiungere l'oggetto visivo alla radice dell'albero, chiamare il metodo IDCompositionTarget::SetRoot. Per aggiungere l'oggetto visivo come figlio di un altro oggetto visivo, utilizzare il metodo IDCompositionVisual::AddVisual dell'oggetto visivo padre.

Nell'esempio seguente viene creato un oggetto visivo, viene impostata la relativa proprietà Content per l'uso della bitmap della finestra figlio stratificata e l'oggetto visivo viene aggiunto alla radice della struttura ad albero visuale.

IDCompositionVisual *pVisual = nullptr;
IUnknown* pSurface    = nullptr;

hr = m_pDevice->CreateVisual(&pVisual);
if (SUCCEEDED(hr))
{
    hr = m_pDevice->CreateSurfaceFromHwnd(m_hwndLayeredChild, &pSurface);
}

if (SUCCEEDED(hr))
{
    hr = pVisual->SetContent(pSurface);
}

if (SUCCEEDED(hr))
{
    hr = m_pCompTarget->SetRoot(pVisual);
}

Passaggio 4: Creare un oggetto animazione e un oggetto di trasformazione della scala

Usare il metodo IDCompositionDevice::CreateAnimation per creare un oggetto animazione e il metodo IDCompositionDevice::CreateScaleTransform per creare un oggetto trasformazione di scala.

IDCompositionAnimation *pAnimateScale = NULL;
IDCompositionScaleTransform *pScale = NULL;

if (SUCCEEDED(hr))
{
    hr = m_pDevice->CreateAnimation(&pAnimateScale);
}

if (SUCCEEDED(hr))
{
    // Create the scale transform object.
    hr = m_pDevice->CreateScaleTransform(&pScale);
}

Passaggio 5: Compilare la funzione di animazione

Usare i metodi dell'oggetto di animazione 'interfaccia IDCompositionAnimation per compilare una funzione di animazione.

Nell'esempio seguente viene compilata una semplice funzione di animazione costituita da un segmento polinomiale cubico e da un segmento finale.

pAnimateScale->AddCubic(
    0.0f,  // offset from beginning of animation function, in seconds
    0.0f,  // constant coefficient  
    1.0f,  // linear coefficient
    0.0f,  // quadratic coefficient
    0.0f); // cubic coefficient
pAnimateScale->End(1.0f, 1.0f);

Passaggio 6: Applicare l'oggetto di animazione alle proprietà dell'oggetto di trasformazione di scala

Utilizzare i metodi IDCompositionScale::SetScaleX e SetScaleY per applicare l'oggetto animazione alle proprietà ScaleX e ScaleY dell'oggetto trasformazione di scala.

// Find the center of the child window.
RECT rcChild = { };
GetClientRect(m_hwndLayeredChild, &rcChild);
float centerX = rcChild.right / 2.0f;
float centerY = rcChild.bottom / 2.0f;

// Scale from the center point of the child window's bitmap.
pScale->SetCenterX(centerX);
pScale->SetCenterY(centerY);

// Use the same animation object to animate the X and Y scale
// factors.
pScale->SetScaleX(pAnimateScale);
pScale->SetScaleY(pAnimateScale);

Passaggio 7: Applicare l'oggetto di trasformazione di scala alla proprietà transforma dell'oggetto visivo.

Utilizzare il metodo IDCompositionVisual::SetTransform per applicare l'oggetto di trasformazione di scala alla proprietà Transform della visuale.

hr = pVisual->SetTransform(pScale);

Passaggio 8: Nascondere la finestra figlio a più livelli

Prima di confermare l'animazione, usa la funzione DwmSetWindowAttribute con il flag DWMWA_CLOAK per "mascherare" la finestra figlia stratificata. Cloaking rimuove la finestra figlia stratificata dalla visualizzazione mentre la versione animata della vista bitmap della finestra viene renderizzata sullo schermo.

BOOL fCloak = TRUE;
DwmSetWindowAttribute(pDemoApp->m_hwndLayeredChild,
    DWMWA_CLOAK,
    &fCloak,
    sizeof(fCloak));

Passaggio 9: Completare la composizione

Usare il metodo IDCompositionDevice::Commit per eseguire il commit del batch di comandi in Microsoft DirectComposition per l'elaborazione. L'animazione verrà visualizzata nella finestra di destinazione.

Passaggio 10: Rimuovere la finestra figlio a più livelli

Al termine dell'animazione, usa la funzione DwmSetWindowAttribute con il flag DWMWA_CLOAK per deoccultare la finestra figlio con livelli sovrapposti.

Passaggio 11: Rilasciare oggetti DirectComposition

Assicurarsi di rilasciare tutti gli oggetti DirectComposition quando non sono più necessari. Nell'esempio seguente viene chiamata la macro SafeRelease definita dall'applicazione per liberare gli oggetti DirectComposition.

SafeRelease(&pVisual);
SafeRelease(&pAnimateScale);
SafeRelease(&pScale);


SafeRelease(&m_pDevice);
SafeRelease(&m_pCompTarget);

Esempio completo

//
// AnimateLayeredChildWindow.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved

#pragma once
// Modify the following definitions if you need to target a platform prior to the ones specified below.
#ifndef WINVER              // Allow use of features specific to Windows 7 or later.
#define WINVER 0x0700       // Change this to the appropriate value to target other versions of Windows.
#endif

#ifndef _WIN32_WINNT        // Allow use of features specific to Windows 7 or later.
#define _WIN32_WINNT 0x0700 // Change this to the appropriate value to target other versions of Windows.
#endif

#ifndef UNICODE
#define UNICODE
#endif

#define WIN32_LEAN_AND_MEAN     // Exclude rarely-used items from Windows headers

// Windows Header Files:
#include <windows.h>
#include <wincodec.h>

// C RunTime Header Files
#include <math.h>

// DirectComposition Header File
#include <dcomp.h>

// Direct2D Header Files
#include <d2d1.h>
#include <d2d1helper.h>

// Desktop Window Manager (DWM) Header File
#include <dwmapi.h>


/******************************************************************
*                                                                 *
*  Macros                                                         *
*                                                                 *
******************************************************************/
template<class Interface>
inline void
SafeRelease(
    Interface **ppInterfaceToRelease
    )
{
    if (*ppInterfaceToRelease != NULL)
    {
        (*ppInterfaceToRelease)->Release();

        (*ppInterfaceToRelease) = NULL;
    }
}

#ifndef HINST_THISCOMPONENT
EXTERN_C IMAGE_DOS_HEADER __ImageBase;
#define HINST_THISCOMPONENT ((HINSTANCE)&__ImageBase)
#endif

/******************************************************************
*                                                                 *
*  DemoApp                                                        *
*                                                                 *
******************************************************************/

class DemoApp
{
public:
    DemoApp();
    ~DemoApp();

    HRESULT InitializeMainWindow();
    HRESULT InitializeLayeredChildWindow();

    void RunMessageLoop();

private:
    HRESULT InitializeDirectCompositionObjects();

    HRESULT CreateDeviceIndependentResources();
    HRESULT CreateDeviceResources();
    void DiscardDeviceResources();

    HRESULT OnChildClick();
    HRESULT OnChildRender();

    HRESULT LoadResourceD2DBitmap(
        ID2D1RenderTarget *pRenderTarget,
        IWICImagingFactory *pIWICFactory,
        PCWSTR resourceName,
        PCWSTR resourceType,
        ID2D1Bitmap **ppBitmap
        );

    static LRESULT CALLBACK MainWndProc(
        HWND hWnd,
        UINT message,
        WPARAM wParam,
        LPARAM lParam
        );

    static LRESULT CALLBACK ChildWndProc(
        HWND hWnd,
        UINT message,
        WPARAM wParam,
        LPARAM lParam
        );
    
 private:
    int m_dpiX;
    int m_dpiY;
    int m_childOffsetX;
    int m_childOffsetY;

    HWND m_hwndMain;
    HWND m_hwndLayeredChild;

    IDCompositionDevice *m_pDevice;
    IDCompositionTarget *m_pCompTarget;
    ID2D1HwndRenderTarget *m_pRenderTarget;
    ID2D1Factory *m_pD2DFactory;
    ID2D1Bitmap *m_pBitmap;
    IWICImagingFactory *m_pWICFactory;

 };


//
// AnimateLayeredChildWindow.cpp
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved

// Instructions: Click the thumnail image to animate the transition
//   of the child window from thumbsize to fullsize. Click the child
//   window again to reset.

#include "AnimateLayeredChildWindow.h"

#define TIMER_ID 100

/******************************************************************
*                                                                 *
*  The application entry point.                                   *
*                                                                 *
******************************************************************/

int WINAPI WinMain(
    HINSTANCE   /* hInstance */,
    HINSTANCE   /* hPrevInstance */,
    LPSTR       /* lpCmdLine */,
    int         /* nCmdShow */
    )
{
    // Ignore the return value because we want to run the program even in the
    // unlikely event that HeapSetInformation fails.
    HeapSetInformation(NULL, HeapEnableTerminationOnCorruption, NULL, 0);
    if (SUCCEEDED(CoInitialize(NULL)))
    {
        {
            DemoApp app;

            if (SUCCEEDED(app.InitializeMainWindow()) && SUCCEEDED(app.InitializeLayeredChildWindow()))
            {
                app.RunMessageLoop();
            }
        }
        CoUninitialize();
    }

    return 0;
}

/******************************************************************
*                                                                 *
*  DemoApp::DemoApp constructor                                   *
*                                                                 *
*  Initialize member data.                                        *
*                                                                 *
******************************************************************/

DemoApp::DemoApp() :
    m_dpiX(0),
    m_dpiY(0),
    m_childOffsetX(20),
    m_childOffsetY(40),
    m_hwndMain(NULL),
    m_hwndLayeredChild(NULL),
    m_pDevice(NULL),
    m_pCompTarget(NULL),
    m_pRenderTarget(NULL),
    m_pBitmap(NULL),
    m_pD2DFactory(NULL),
    m_pWICFactory(NULL)
{
}

/******************************************************************
*                                                                 *
*  Release resources.                                             *
*                                                                 *
******************************************************************/

DemoApp::~DemoApp()
{
    SafeRelease(&m_pDevice);
    SafeRelease(&m_pCompTarget);
    SafeRelease(&m_pRenderTarget);
    SafeRelease(&m_pBitmap),
    SafeRelease(&m_pD2DFactory);
    SafeRelease(&m_pWICFactory);
}

/*******************************************************************
*                                                                  *
*  Create the application window.                                  *
*                                                                  *
*******************************************************************/

HRESULT DemoApp::InitializeMainWindow()
{
    HRESULT hr = S_OK;

    // Initialize device-independent resources, such 
    // as the Direct2D factory.
    hr = CreateDeviceIndependentResources();
    if (SUCCEEDED(hr))
    {
        // Register the main window class.
        WNDCLASSEX wcex = { sizeof(WNDCLASSEX) };
        wcex.style         = 0;
        wcex.lpfnWndProc   = DemoApp::MainWndProc;
        wcex.cbClsExtra    = 0;
        wcex.cbWndExtra    = sizeof(LONG_PTR);
        wcex.hInstance     = HINST_THISCOMPONENT;
        wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
        wcex.lpszMenuName  = NULL;
        wcex.hCursor       = LoadCursor(NULL, IDC_ARROW);
        wcex.lpszClassName = L"DirectCompDemoApp";

        RegisterClassEx(&wcex);

        RECT rect = { };
        SetRect(&rect, 0, 0, 640, 480);
        AdjustWindowRect(&rect, WS_OVERLAPPED | WS_SYSMENU, FALSE); 

        // Create the main application window.
        //

        // Because the CreateWindow function takes its size in pixels, we
        // obtain the system DPI and use it to scale the window size.
        HDC hdc = GetDC(NULL);
        if (hdc)
        {
            m_dpiX = GetDeviceCaps(hdc, LOGPIXELSX);
            m_dpiY = GetDeviceCaps(hdc, LOGPIXELSY);
            ReleaseDC(NULL, hdc);
        }

        float width = static_cast<float>(rect.right - rect.left);
        float height = static_cast<float>(rect.bottom - rect.top);

        m_hwndMain = CreateWindow(
            L"DirectCompDemoApp",
            L"DirectComposition Demo Application",
            WS_OVERLAPPED | WS_SYSMENU,
            CW_USEDEFAULT,
            CW_USEDEFAULT,
            static_cast<UINT>(ceil(width * m_dpiX / 96.f)),
            static_cast<UINT>(ceil(height * m_dpiY / 96.f)),
            NULL,
            NULL,
            HINST_THISCOMPONENT,
            this
            );
    }

    hr = m_hwndMain ? S_OK : E_FAIL;
    if (SUCCEEDED(hr))
    {
        // Create and initialize the DirectCompositoin objects.
        hr =  InitializeDirectCompositionObjects();
    }

    if (SUCCEEDED(hr))
    {
        ShowWindow(m_hwndMain, SW_SHOWNORMAL);
        UpdateWindow(m_hwndMain);
    }
  
    return hr;
}

/*******************************************************************
*                                                                  *
* Create the layered child window.                                 *
*                                                                  *
/******************************************************************/

HRESULT DemoApp::InitializeLayeredChildWindow()
{
    int thumbWidth = 48;
    int thumbHeight = 32;

    HRESULT hr = S_OK;

    WNDCLASSEXW wcex;
    wcex.cbSize         = sizeof(wcex);
    wcex.style          = 0;
    wcex.lpfnWndProc    = DemoApp::ChildWndProc;
    wcex.cbClsExtra     = 0;
    wcex.cbWndExtra     = 0;
    wcex.hInstance      = HINST_THISCOMPONENT;
    wcex.hIcon          = NULL;
    wcex.hCursor        = LoadCursor(NULL, IDC_ARROW);
    wcex.hbrBackground  = (HBRUSH) GetStockObject (GRAY_BRUSH);
    wcex.lpszMenuName   = NULL;
    wcex.lpszClassName  = L"DCompLayeredChildWindow";
    wcex.hIconSm        = NULL;
    
    if (!RegisterClassExW(&wcex))
    {
        return FALSE;
    }

    m_hwndLayeredChild = CreateWindowEx(WS_EX_LAYERED,
        L"DCompLayeredChildWindow",
        NULL,
        WS_CHILD | WS_CLIPSIBLINGS,
        0,
        0,
        static_cast<UINT>(ceil(640.0f * m_dpiX / 96.0f)),
        static_cast<UINT>(ceil(480.0f * m_dpiY / 96.0f)),
        m_hwndMain,
        NULL,
        HINST_THISCOMPONENT,
        this);

    hr = m_hwndLayeredChild ? S_OK : E_FAIL;
    if (SUCCEEDED(hr))
    {
        // Set the opacity and transparency color key of the layered 
        // child window.
        if (!SetLayeredWindowAttributes(m_hwndLayeredChild, 0, 255, LWA_ALPHA))
        {
            hr = HRESULT_FROM_WIN32(GetLastError());
        }
    }

    if (SUCCEEDED(hr))
    {
        // While the child window is fullsize, load the bitmap resource and
        // render it to the child window.  
        hr = CreateDeviceResources(); 
    }
    
    if (SUCCEEDED(hr))
    {
        // Reduce the window to thumbsize.
        MoveWindow(m_hwndLayeredChild, m_childOffsetX, m_childOffsetY, 
            thumbWidth, thumbHeight, TRUE);
        ShowWindow(m_hwndLayeredChild, SW_SHOWNORMAL);
        UpdateWindow(m_hwndLayeredChild);
    }

    return hr;
}

/******************************************************************
*                                                                 *
*  This method creates the DirectComposition device object and    *
*  and the composition target object. These objects endure for    *
*  the lifetime of the application.                               *
*                                                                 *
******************************************************************/

HRESULT DemoApp::InitializeDirectCompositionObjects()
{
    HRESULT hr = S_OK;

    // Create a DirectComposition device object. 
    hr = DCompositionCreateDevice(nullptr, __uuidof(IDCompositionDevice), 
        reinterpret_cast<void**>(&m_pDevice));

    if (SUCCEEDED(hr))
    {
        // Create the composition target object.
        hr = m_pDevice->CreateTargetForHwnd(m_hwndMain, TRUE, &m_pCompTarget);   
    }

    return hr;
}


/******************************************************************
*                                                                 *
*  This method is used to create resources which are not bound    *
*  to any device. Their lifetime effectively extends for the      *
*  duration of the app.                                           *
*                                                                 *
******************************************************************/

HRESULT DemoApp::CreateDeviceIndependentResources()
{
    HRESULT hr = CoCreateInstance(
        CLSID_WICImagingFactory,
        NULL,
        CLSCTX_INPROC_SERVER,
        IID_PPV_ARGS(&m_pWICFactory)
        );

    if (SUCCEEDED(hr))
    {
        // Create a Direct2D factory.
        hr = D2D1CreateFactory(
            D2D1_FACTORY_TYPE_SINGLE_THREADED,
            &m_pD2DFactory
            );
    }

    return hr;
}

/******************************************************************
*                                                                 *
*  This method creates the D2D bitmap that the application gives  *
*  to DirectComposition to be composed.                           *
*                                                                 *
******************************************************************/

HRESULT DemoApp::CreateDeviceResources()
{
    HRESULT hr = S_OK;

    RECT rc;
    GetClientRect(m_hwndLayeredChild, &rc);

    D2D1_SIZE_U size = D2D1::SizeU(
        rc.right - rc.left,
        rc.bottom - rc.top
        );

    // Create a Direct2D render target.
    hr = m_pD2DFactory->CreateHwndRenderTarget(
        D2D1::RenderTargetProperties(),
        D2D1::HwndRenderTargetProperties(m_hwndLayeredChild, size),
        &m_pRenderTarget
        );

    if (SUCCEEDED(hr))
    {
        hr = LoadResourceD2DBitmap(
            m_pRenderTarget,
            m_pWICFactory,
            L"WhiteFlowers",
            L"Image",
            &m_pBitmap
            );
    }

    return hr;
}

/******************************************************************
*                                                                 *
*  Discard device-specific resources.                             *
*                                                                 *
******************************************************************/

void DemoApp::DiscardDeviceResources()
{
    SafeRelease(&m_pRenderTarget);
    SafeRelease(&m_pBitmap);
}

/******************************************************************
*                                                                 *
*  The main window&#39;s message loop.                                *
*                                                                 *
******************************************************************/

void DemoApp::RunMessageLoop()
{
    MSG msg;

    while (GetMessage(&msg, NULL, 0, 0))
    {
        TranslateMessage(&msg);
        DispatchMessage(&msg);
    }
}

/******************************************************************
*                                                                 *
*  The main window&#39;s message handler.                             *
*                                                                 *
******************************************************************/

LRESULT CALLBACK DemoApp::MainWndProc(HWND hwnd, UINT message, 
    WPARAM wParam, LPARAM lParam)
{
    LRESULT result = 0;

    if (message == WM_CREATE)
    {
        LPCREATESTRUCT pcs = (LPCREATESTRUCT)lParam;
        DemoApp *pDemoApp = (DemoApp *)pcs->lpCreateParams;

        ::SetWindowLongPtrW(
            hwnd,
            GWLP_USERDATA,
            PtrToUlong(pDemoApp)
            );

        result = 1;
    }
    else
    {
        DemoApp *pDemoApp = reinterpret_cast<DemoApp *>(static_cast<LONG_PTR>(
            ::GetWindowLongPtrW(
                hwnd,
                GWLP_USERDATA
                )));

        bool wasHandled = false;

        if (pDemoApp)
        {
            switch (message)
            {
 
            case WM_DISPLAYCHANGE:
                {
                    InvalidateRect(hwnd, NULL, FALSE);
                }
                wasHandled = true;
                result = 0;
                break;

            case WM_DESTROY:
                {
                    PostQuitMessage(0);
                    pDemoApp->DiscardDeviceResources();
                }
                wasHandled = true;
                result = 1;
                break;
            }
        }

        if (!wasHandled)
        {
            result = DefWindowProc(hwnd, message, wParam, lParam);
        }
    }

    return result;
}

/******************************************************************
*                                                                 *
*  The layered child window&#39;s message handler.                    *
*                                                                 *
******************************************************************/

LRESULT CALLBACK DemoApp::ChildWndProc(HWND hwnd, UINT message, 
    WPARAM wParam, LPARAM lParam)
{
    LRESULT result = 0;

    if (message == WM_CREATE)
    {
        LPCREATESTRUCT pcs = (LPCREATESTRUCT)lParam;
        DemoApp *pDemoApp = (DemoApp *)pcs->lpCreateParams;

        ::SetWindowLongPtrW(
            hwnd,
            GWLP_USERDATA,
            PtrToUlong(pDemoApp)
            );

        result = 1;
    }
    else
    {
        DemoApp *pDemoApp = reinterpret_cast<DemoApp *>(static_cast<LONG_PTR>(
            ::GetWindowLongPtrW(
                hwnd,
                GWLP_USERDATA
                )));

        bool wasHandled = false;

        if (pDemoApp)
        {
            switch (message)
            {
            case WM_PAINT:
                {
                    pDemoApp->OnChildRender();
                    ValidateRect(hwnd, NULL);
                }
                wasHandled = true;
                result = 0;
                break;

            case WM_LBUTTONDOWN:
                {
                    HRESULT hr = S_OK;
                    static BOOL fThumbsize = TRUE;

                    // If the child window is already fullsize, reset
                    // the visual tree and return the child window
                    // to thumbsize and move it to its initial location.
                    if (!fThumbsize)
                    {
                        pDemoApp->m_pCompTarget->SetRoot(NULL);
                        hr = pDemoApp->m_pDevice->Commit();  

                        MoveWindow(pDemoApp->m_hwndLayeredChild, 
                            pDemoApp->m_childOffsetX, 
                            pDemoApp->m_childOffsetY, 48, 32, TRUE);

                        pDemoApp->OnChildRender();
                    }   
                    else
                    {
                        // Cloak the child window.
                        BOOL fCloak = TRUE;
                        DwmSetWindowAttribute(pDemoApp->m_hwndLayeredChild,
                            DWMWA_CLOAK,
                            &fCloak,
                            sizeof(fCloak));

                        pDemoApp->OnChildClick();
                    }                    
                    fThumbsize = !fThumbsize;
                }
                wasHandled = true;
                result = 0;
                break;

            case WM_TIMER:
                {
                    // Uncloak the child window.
                    BOOL fCloak = FALSE;
                    DwmSetWindowAttribute(pDemoApp->m_hwndLayeredChild,
                        DWMWA_CLOAK,
                        &fCloak,
                        sizeof(fCloak)); 
                    KillTimer(pDemoApp->m_hwndLayeredChild, TIMER_ID);
                }
                wasHandled = true;
                result = 0;
                break;
            }
        }

        if (!wasHandled)
        {
            result = DefWindowProc(hwnd, message, wParam, lParam);
        }
    }

    return result;
}


/******************************************************************
*                                                                 *
*  Draws a bitmap in the layered child window.                    *
*                                                                 *
******************************************************************/

HRESULT DemoApp::OnChildRender()
{
    HRESULT hr = S_OK;
 
    // Retrieve the size of the render target.
    D2D1_SIZE_F size = m_pRenderTarget->GetSize();
    
    m_pRenderTarget->BeginDraw();
    
    // Draw a bitmap scaled to fill the window.
    m_pRenderTarget->DrawBitmap(
        m_pBitmap,
        D2D1::RectF(0.0f, 0.0f, size.width, size.height)
        );

    hr = m_pRenderTarget->EndDraw();

    if (hr == D2DERR_RECREATE_TARGET)
    {
        hr = S_OK;
        DiscardDeviceResources();
    }

    return hr;
}

/******************************************************************
*                                                                 *
*  Handles a mouse click in the layered child window by animating *
*  the transition from a thumbsize window to a fullsize window.   *
*                                                                 *
******************************************************************/

HRESULT DemoApp::OnChildClick()
{
    int fullWidth = 640;
    int fullHeight = 480;
    HRESULT hr = S_OK;

    IDCompositionVisual *pVisual = nullptr;
    IUnknown* pSurface    = nullptr;

    hr = m_pDevice->CreateVisual(&pVisual);
    if (SUCCEEDED(hr))
    {
        hr = m_pDevice->CreateSurfaceFromHwnd(m_hwndLayeredChild, &pSurface);
    }

    if (SUCCEEDED(hr))
    {
        hr = pVisual->SetContent(pSurface);
    }

    if (SUCCEEDED(hr))
    {
        hr = m_pCompTarget->SetRoot(pVisual);
    }

    if (SUCCEEDED(hr))
    {
       // Position the visual at the same location as the
       // the child window.
        hr = pVisual->SetOffsetX(static_cast<float>(m_childOffsetX));
        if (SUCCEEDED(hr))
        {
            hr = pVisual->SetOffsetY(static_cast<float>(m_childOffsetY));  
        }
    }


    IDCompositionAnimation *pAnimateX = NULL;
    IDCompositionAnimation *pAnimateY = NULL;

    if (SUCCEEDED(hr))
    {
        // Create the animation objects.
        hr = m_pDevice->CreateAnimation(&pAnimateX);
        if (SUCCEEDED(hr))
        {
            hr = m_pDevice->CreateAnimation(&pAnimateY);
        }
    }

    IDCompositionAnimation *pAnimateScale = NULL;
    IDCompositionScaleTransform *pScale = NULL;

    if (SUCCEEDED(hr))
    {
        hr = m_pDevice->CreateAnimation(&pAnimateScale);
    }

    if (SUCCEEDED(hr))
    {
        // Create the scale transform object.
        hr = m_pDevice->CreateScaleTransform(&pScale);
    }

    if (SUCCEEDED(hr))
    {
        // Calculate the X and Y offsets that will position the child window 
        // in the center of the main window&#39;s client area.
        RECT rcParent = { };
        RECT rcChild = { };
        GetClientRect(m_hwndMain, &rcParent);
        GetClientRect(m_hwndLayeredChild, &rcChild);
        float endValX = rcParent.right / 2.0f - rcChild.right / 2.0f;
        float endValY = rcParent.bottom / 2.0f - rcChild.bottom / 2.0f;
 
        // Build the animation functions that will move the visual to the 
        // center of the main window&#39;s client area.
        pAnimateX->AddCubic(0.0f, static_cast<float>(m_childOffsetX), 
            endValX - m_childOffsetX, 0.0f, 0.0f);
        pAnimateX->End(0.9f, endValX);

        pAnimateY->AddCubic(0.0f, static_cast<float>(m_childOffsetY), 
            endValY - m_childOffsetY, 0.0f, 0.0f);
        pAnimateY->End(0.9f, endValY);

        // Associate the animation objects with the offset properties of 
        // the visual.
        hr = pVisual->SetOffsetX(pAnimateX);
        if (SUCCEEDED(hr))
        {
            hr = pVisual->SetOffsetY(pAnimateY);
        }
    }

    if (SUCCEEDED(hr))
    {
        // Commit the visual tree.
        hr = m_pDevice->Commit();  

        // Give the animation a chance to run.
        Sleep(900);
    }

    if (SUCCEEDED(hr))
    {
        // Align the visual with the upper-left corner of the
        // parent window&#39;s client area.
        pVisual->SetOffsetX(0.0);
        pVisual->SetOffsetY(0.0);

        // Enlarge the child window to fill the main window.
        if (!MoveWindow(m_hwndLayeredChild, 0, 0, fullWidth, fullHeight, TRUE))
        {
            hr = HRESULT_FROM_WIN32(GetLastError());
        }
    }

    if (SUCCEEDED(hr))
    {
        // Add animation primitives that define the animation object function 
        // used to scale up the child window&#39;s bitmap.
        pAnimateScale->AddCubic(
            0.0f,  // offset from beginning of animation function, in seconds
            0.0f,  // constant coefficient  
            1.0f,  // linear coefficient
            0.0f,  // quadratic coefficient
            0.0f); // cubic coefficient
        pAnimateScale->End(1.0f, 1.0f);

        // Find the center of the child window.
        RECT rcChild = { };
        GetClientRect(m_hwndLayeredChild, &rcChild);
        float centerX = rcChild.right / 2.0f;
        float centerY = rcChild.bottom / 2.0f;

        // Scale from the center point of the child window&#39;s bitmap.
        pScale->SetCenterX(centerX);
        pScale->SetCenterY(centerY);

        // Use the same animation object to animate the X and Y scale
        // factors.
        pScale->SetScaleX(pAnimateScale);
        pScale->SetScaleY(pAnimateScale);

        // Set the Transform property of the visual to use the scale 
        // transform.
        hr = pVisual->SetTransform(pScale);
    }
    
    if (SUCCEEDED(hr))
    {   // Commit the visual tree.
        hr = m_pDevice->Commit();  

        // Use a WM_TIMER message in the child window procedure 
        // to uncloak the child window. 
        SetTimer(m_hwndLayeredChild, TIMER_ID, 1000, NULL);
    }

    SafeRelease(&pAnimateX);
    SafeRelease(&pAnimateY);
    SafeRelease(&pVisual);
    SafeRelease(&pAnimateScale);
    SafeRelease(&pScale);
    
    return hr;
}


/******************************************************************
*                                                                 *
*  This method will create a Direct2D bitmap from an application  *
*  resource.                                                      *
*                                                                 *
******************************************************************/

HRESULT DemoApp::LoadResourceD2DBitmap(
    ID2D1RenderTarget *pRenderTarget,
    IWICImagingFactory *pIWICFactory,
    PCWSTR resourceName,
    PCWSTR resourceType,
    ID2D1Bitmap **ppBitmap
    )
{
    HRESULT hr = S_OK;
    IWICBitmapDecoder *pDecoder = NULL;
    IWICBitmapFrameDecode *pSource = NULL;
    IWICStream *pStream = NULL;
    IWICFormatConverter *pConverter = NULL;

    HRSRC imageResHandle = NULL;
    HGLOBAL imageResDataHandle = NULL;
    void *pImageFile = NULL;
    DWORD imageFileSize = 0;

    // Locate the resource.
    imageResHandle = FindResourceW(HINST_THISCOMPONENT, resourceName, resourceType);

    hr = imageResHandle ? S_OK : E_FAIL;
    if (SUCCEEDED(hr))
    {
        // Load the resource.
        imageResDataHandle = LoadResource(HINST_THISCOMPONENT, imageResHandle);

        hr = imageResDataHandle ? S_OK : E_FAIL;
    }

    if (SUCCEEDED(hr))
    {
        // Lock it to get a system memory pointer.
        pImageFile = LockResource(imageResDataHandle);

        hr = pImageFile ? S_OK : E_FAIL;
    }

    if (SUCCEEDED(hr))
    {
        // Calculate the size.
        imageFileSize = SizeofResource(HINST_THISCOMPONENT, imageResHandle);

        hr = imageFileSize ? S_OK : E_FAIL;
    }

    if (SUCCEEDED(hr))
    {
        // Create a WIC stream to map onto the memory.
        hr = pIWICFactory->CreateStream(&pStream);
    }

    if (SUCCEEDED(hr))
    {
        // Initialize the stream with the memory pointer and size.
        hr = pStream->InitializeFromMemory(
            reinterpret_cast<BYTE*>(pImageFile),
            imageFileSize
            );
    }

    if (SUCCEEDED(hr))
    {
        // Create a decoder for the stream.
        hr = pIWICFactory->CreateDecoderFromStream(
            pStream,
            NULL,
            WICDecodeMetadataCacheOnLoad,
            &pDecoder
            );
    }

    if (SUCCEEDED(hr))
    {
        // Create the initial frame.
        hr = pDecoder->GetFrame(0, &pSource);
    }

    if (SUCCEEDED(hr))
    {
        // Convert the image format to 32bppPBGRA
        // (DXGI_FORMAT_B8G8R8A8_UNORM + D2D1_ALPHA_MODE_PREMULTIPLIED).
        hr = pIWICFactory->CreateFormatConverter(&pConverter);
    }

    if (SUCCEEDED(hr))
    {
        hr = pConverter->Initialize(
            pSource,
            GUID_WICPixelFormat32bppPBGRA,
            WICBitmapDitherTypeNone,
            NULL,
            0.f,
            WICBitmapPaletteTypeMedianCut
            );
    }

    if (SUCCEEDED(hr))
    {
        // Create a Direct2D bitmap from the WIC bitmap.
        hr = pRenderTarget->CreateBitmapFromWicBitmap(
            pConverter,
            NULL,
            ppBitmap
            );
    }

    SafeRelease(&pDecoder);
    SafeRelease(&pSource);
    SafeRelease(&pStream);
    SafeRelease(&pConverter);

    return hr;
}

animazione

oggetti Bitmap

Esempio di finestra secondaria a strati di DirectComposition