WTL-Direct2D,DirectWrite,Windows Animation

Windows 7引入了不少有趣的新技术:Direct2D,DirectWrite,Windows Animation,还有Windows Media Foundation等等,在加上之前Windows Vista引入的Windows Image Component等技术,基本上把整个UI,多媒体框架都进行了翻新。

这几天放假无事,在看ATL/WTL,也顺带关注下Windows 7引入的这些新API。看了下SDK Sample,在介绍Windows Animation时有个有趣的小例子叫AppDrive,当用鼠标点击窗口时,窗口的背景色会非常平滑的变色。代码逻辑本身比较简单,就是纯Win32的代码看得比较费劲。于是无聊将其用WTL改写了下,代码精简了不少。

在写代码的过程中,越来越体会到ATL/WTL的强大,好用,可大大简化COM组件的编写和调用,非常适合进行Win32 API编程。

下面就把实现代码直接贴出来啦。

使用Windows Animation需要实现一个接口IUIAnimationManagerEventHandler,以下是这个接口的实现(与SDK Sample的实现方式不同):

#pragma once
#include "stdafx.h"
#include <UIAnimation.h>
[uuid("388E57E1-F20E-4E79-A732-35397AB8CC7C")]
__interface IAnimationNotifyWindow : public IUnknown
{
    HRESULT __stdcall SetNotifyWindow(HWND hNotifyWindow);
};
class CAnimationEventHandler :
    public CComObjectRootEx<CComSingleThreadModel>,
    public CComCoClass<CAnimationEventHandler>,
    public IUIAnimationManagerEventHandler,
    public IAnimationNotifyWindow
{
public:
    BEGIN_COM_MAP(CAnimationEventHandler)
        COM_INTERFACE_ENTRY(IUIAnimationManagerEventHandler)
        COM_INTERFACE_ENTRY(IAnimationNotifyWindow)
    END_COM_MAP()
    //IUIAnimationManagerEventHandler method
    STDMETHOD(OnManagerStatusChanged)(
        UI_ANIMATION_MANAGER_STATUS newStatus,
        UI_ANIMATION_MANAGER_STATUS previousStatus)
    {
        if (m_NotifyWindow)
            m_NotifyWindow.Invalidate();
        
        return S_OK;
    }
    //IAnimationNotifyWindow method
    STDMETHOD(SetNotifyWindow)(HWND hNotifyWindow)
    {
        ATLASSERT(::IsWindow(hNotifyWindow));
        m_NotifyWindow = hNotifyWindow;
        return S_OK;
    }
private:
    CWindow m_NotifyWindow;
};

这个CAnimationEventHandler类不仅实现了IUIAnimationManagerEventHandler,还实现了一个自定义接口IAnimationNotifyWindow,主窗口代码通过这个接口将其窗口句柄传递给CAnimationEventHandler类,以实现窗口通知(通知主窗口重绘)。

 

主窗口实现代码:

#pragma once
#include "stdafx.h"
#include <cstdlib>
#include <d2d1.h>
#include <d2d1helper.h>
#include <DWrite.h>
#include <wincodec.h>
#include <UIAnimation.h>
#include "AnimationEventHandler.h"
#pragma comment(lib,"d2d1.lib")
#pragma comment(lib,"dwrite.lib")
using D2D1::RenderTargetProperties;
using D2D1::HwndRenderTargetProperties;
using D2D1::LinearGradientBrushProperties;
using D2D1::SizeU;
using D2D1::SizeF;
using D2D1::ColorF;
using D2D1::Point2F;
using D2D1::Point2U;
using D2D1::RectF;
using D2D1::Matrix3x2F;
#pragma warning(push)
#pragma warning(disable:4244)
typedef CWinTraits<WS_OVERLAPPEDWINDOW|WS_CLIPCHILDREN> CMainWinTraits;
class CMainWindow :
    public CWindowImpl<CMainWindow,CWindow,CMainWinTraits>
{
private:
    //Direct2D interfaces
    CComPtr<ID2D1Factory> m_spD2dFactory;
    CComPtr<ID2D1HwndRenderTarget> m_spHwndRT;
    CComPtr<ID2D1SolidColorBrush> m_spBkgndBrush;
    CComPtr<ID2D1LinearGradientBrush> m_spTextBrush;
    //DirectWrite interfaces
    CComPtr<IDWriteFactory> m_spDWriteFactory;
    CComPtr<IDWriteTextFormat> m_spTextFormat;
    //UIAnimation interfaces
    CComPtr<IUIAnimationManager> m_spIAniManager;
    CComPtr<IUIAnimationTimer> m_spIAniTimer;
    CComPtr<IUIAnimationTransitionLibrary> m_spIAniTransLib;
    CComPtr<IUIAnimationVariable> m_spIAniVarRed;   //red
    CComPtr<IUIAnimationVariable> m_spIAniVarGreen; //greem
    CComPtr<IUIAnimationVariable> m_spIAniVarBlue;  //blue
public:
    DECLARE_WND_CLASS(_T("WTL main window"))
    BEGIN_MSG_MAP(CMainWindow)
        MSG_WM_LBUTTONDOWN(OnLButtonDown)
        MSG_WM_ERASEBKGND(OnEraseBkgnd)
        MSG_WM_CREATE(OnCreate)
        MSG_WM_DESTROY(OnDestroy)
        MSG_WM_PAINT(OnPaint)
        MSG_WM_SIZE(OnSize)
    END_MSG_MAP()
    int OnCreate(LPCREATESTRUCT lpCreateStruct)
    {
        SetWindowText(_T("Direct2D & DirectWrite & Windows Animation"));
        CreateDeviceIndependentResource();
        CreateDeviceResource();
        return 0;
    }
    void OnDestroy()
    {
        PostQuitMessage(0);
    }
    
    void OnPaint(CDCHandle)
    {
        UI_ANIMATION_SECONDS timeNow;
        IFR(m_spIAniTimer->GetTime(&timeNow));
        IFR(m_spIAniManager->Update(timeNow));
        Render();
        UI_ANIMATION_MANAGER_STATUS status;
        m_spIAniManager->GetStatus(&status);
        if (status == UI_ANIMATION_MANAGER_BUSY)
        {
            Invalidate(FALSE);
        }
    }
    
    void OnSize(UINT nType, CSize size)
    {
        if (m_spHwndRT)
            m_spHwndRT->Resize(SizeU(size.cx,size.cy));
    }
    
    BOOL OnEraseBkgnd(CDCHandle dc)
    {
        //We have ereased the background
        return TRUE;
    }
    
    void OnLButtonDown(UINT nFlags, CPoint point)
    {
        ChangeColor();
    }
private:
    void CreateDeviceIndependentResource()
    {
        //Direct2D
        IFR(D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED,
            &m_spD2dFactory));
        //DirectWrite
        IFR(DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED,
            __uuidof(IDWriteFactory),
            reinterpret_cast<IUnknown**>(&m_spDWriteFactory)));
        //UIAnimation
        IFR(m_spIAniManager.CoCreateInstance(CLSID_UIAnimationManager));
        IFR(m_spIAniTimer.CoCreateInstance(CLSID_UIAnimationTimer));
        IFR(m_spIAniTransLib.CoCreateInstance(CLSID_UIAnimationTransitionLibrary));
        CComPtr<IUIAnimationManagerEventHandler> spIAniEventHandler;
        IFR(CAnimationEventHandler::CreateInstance(&spIAniEventHandler));
        CComPtr<IAnimationNotifyWindow> spIAniNotifyWindow;
        IFR(spIAniEventHandler->QueryInterface(&spIAniNotifyWindow));
        spIAniNotifyWindow->SetNotifyWindow(m_hWnd);
        IFR(m_spIAniManager->SetManagerEventHandler(spIAniEventHandler));
        IFR(m_spIAniManager->CreateAnimationVariable(1.0,&m_spIAniVarRed));
        IFR(m_spIAniVarRed->SetLowerBound(0));
        IFR(m_spIAniVarRed->SetUpperBound(1.0));
        IFR(m_spIAniManager->CreateAnimationVariable(1.0,&m_spIAniVarGreen));
        IFR(m_spIAniVarGreen->SetLowerBound(0));
        IFR(m_spIAniVarGreen->SetUpperBound(1.0));
        IFR(m_spIAniManager->CreateAnimationVariable(1.0,&m_spIAniVarBlue));
        IFR(m_spIAniVarBlue->SetLowerBound(0));
        IFR(m_spIAniVarBlue->SetUpperBound(1.0));
    }
    void CreateDeviceResource()
    {
        //Direct2D
        CRect rc;
        GetClientRect(&rc);
        D2D1_SIZE_U size = SizeU(rc.Width(),rc.Height());
        IFR(m_spD2dFactory->CreateHwndRenderTarget(
            RenderTargetProperties(),
            HwndRenderTargetProperties(m_hWnd,size),
            &m_spHwndRT));
        D2D1_COLOR_F color = ColorF(ColorF::Red);
        IFR(m_spHwndRT->CreateSolidColorBrush(color,&m_spBkgndBrush));
        CComPtr<ID2D1GradientStopCollection> spStopColl = NULL;
        D2D1_GRADIENT_STOP stops2[] =
        {
            {0.25f,ColorF(ColorF::Red)},
            {0.5f,ColorF(ColorF::Yellow)},
            {0.75f,ColorF(ColorF::Blue)}
        };
        IFR(m_spHwndRT->CreateGradientStopCollection(
            stops2,
            ARRAYSIZE(stops2),
            &spStopColl));
        IFR(m_spHwndRT->CreateLinearGradientBrush(
            LinearGradientBrushProperties(Point2F(0,0),Point2F(100,0)),
            spStopColl,
            &m_spTextBrush));
        //DirectWrite
        IFR(m_spDWriteFactory->CreateTextFormat(
            _T("Courier New"),
            nullptr,
            DWRITE_FONT_WEIGHT_NORMAL,
            DWRITE_FONT_STYLE_NORMAL,
            DWRITE_FONT_STRETCH_NORMAL,
            48,
            _T("zh-Hans"),
            &m_spTextFormat));
        m_spTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
        m_spTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
    }
    void DiscardDeviceResource()
    {
        ATLTRACE("DiscardDeviceResource\n");
        m_spTextBrush = NULL;
        m_spBkgndBrush = NULL;
        m_spHwndRT = NULL;
        m_spTextFormat = NULL;
    }
    void Render()
    {
        if (!m_spHwndRT)
            CreateDeviceResource();
        HRESULT hr = S_OK;
        m_spHwndRT->BeginDraw();
        m_spHwndRT->SetTransform(Matrix3x2F::Identity());
        //m_spHwndRT->Clear(ColorF(ColorF::White));
        DOUBLE red=0, green=0, blue=0;
        m_spIAniVarRed->GetValue(&red);
        m_spIAniVarGreen->GetValue(&green);
        m_spIAniVarBlue->GetValue(&blue);
        m_spBkgndBrush->SetColor(ColorF(red,green,blue));
        D2D1_SIZE_F size = m_spHwndRT->GetSize();
        //Fill the background with randomly generated color
        D2D1_RECT_F rect = RectF(0,0,size.width,size.height);
        m_spHwndRT->FillRectangle(rect,m_spBkgndBrush);
        
        //Rotate the render target and draw text
        D2D1_POINT_2F center = Point2F(size.width/2,size.height/2);
        FLOAT degree = red*360.0f;
        m_spHwndRT->SetTransform(Matrix3x2F::Rotation(degree,center));
        m_spTextBrush->SetEndPoint(Point2F(size.width,0));
        CString text = _T("Direct2D&DirectWrite&Windows Animation");
        m_spHwndRT->DrawText(
            text,
            text.GetLength(),
            m_spTextFormat,
            rect,
            m_spTextBrush);
        hr = m_spHwndRT->EndDraw();
        if (hr == D2DERR_RECREATE_TARGET)
            DiscardDeviceResource();
    }
    void ChangeColor()
    {
        DOUBLE red = ((DOUBLE)rand())/RAND_MAX;
        DOUBLE green = ((DOUBLE)rand())/RAND_MAX;
        DOUBLE blue = ((DOUBLE)rand())/RAND_MAX;
        const UI_ANIMATION_SECONDS DURATION = 0.5;
        const DOUBLE ACCEL_RATIO = 0.5;
        const DOUBLE DECEL_RATIO = 0.5;
        CComPtr<IUIAnimationStoryboard> spStoryBoard;
        IFR(m_spIAniManager->CreateStoryboard(&spStoryBoard));
        
        CComPtr<IUIAnimationTransition> spITransRed;
        IFR(m_spIAniTransLib->CreateAccelerateDecelerateTransition(
            DURATION,
            red,
            ACCEL_RATIO,
            DECEL_RATIO,
            &spITransRed));
        CComPtr<IUIAnimationTransition> spITransGreen;
        IFR(m_spIAniTransLib->CreateAccelerateDecelerateTransition(
            DURATION,
            green,
            ACCEL_RATIO,
            DECEL_RATIO,
            &spITransGreen));
        CComPtr<IUIAnimationTransition> spITransBlue;
        IFR(m_spIAniTransLib->CreateAccelerateDecelerateTransition(
            DURATION,
            blue,
            ACCEL_RATIO,
            DECEL_RATIO,
            &spITransBlue));
        IFR(spStoryBoard->AddTransition(m_spIAniVarRed,spITransRed));
        IFR(spStoryBoard->AddTransition(m_spIAniVarGreen,spITransGreen));
        IFR(spStoryBoard->AddTransition(m_spIAniVarBlue,spITransBlue));
        UI_ANIMATION_SECONDS timeNow;
        IFR(m_spIAniTimer->GetTime(&timeNow));
        spStoryBoard->Schedule(timeNow);
    }
};
#pragma warning(pop)

与SDK Sample不同的是对IUIAnimationManagerEventHandler接口的实现以及通知窗口的设置,感觉用ATL风格的实现更加优雅,代码也要简洁很多:

 

CComPtr<IUIAnimationManagerEventHandler> spIAniEventHandler;
IFR(CAnimationEventHandler::CreateInstance(&spIAniEventHandler));
CComPtr<IAnimationNotifyWindow> spIAniNotifyWindow;
IFR(spIAniEventHandler->QueryInterface(&spIAniNotifyWindow));
spIAniNotifyWindow->SetNotifyWindow(m_hWnd);
IFR(m_spIAniManager->SetManagerEventHandler(spIAniEventHandler));

 

实现效果:

ScreenShot00116

 

当用鼠标点击窗口时,窗口会平滑的变化背景色,而窗口中的文字则会以“动画”的形式旋转。

posted on 2010-10-08 20:44  wudong  阅读(2466)  评论(0编辑  收藏  举报

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