初版-带一个进度条
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176
sources/ShadowBox.cpp
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176
sources/ShadowBox.cpp
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#include "ShadowBox.h"
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namespace ezui {
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ShadowBox::ShadowBox(int width, int height, HWND mainHwnd)
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{
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m_mainHWnd = mainHwnd;
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DWORD dwFlags = WS_EX_LAYERED | WS_EX_NOACTIVATE | WS_EX_TOOLWINDOW | WS_EX_TRANSPARENT;
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m_hWnd = CreateWindowExW(dwFlags, EZUI_WINDOW_CLASS, L"EzUI_ShadowWindow", WS_POPUP, 0, 0, width, height, NULL, NULL, ezui::__EzUI__HINSTANCE, NULL);
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ASSERT(m_hWnd);
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this->m_publicData = new WindowData;
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//绑定消息过程
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m_publicData->WndProc = [this](HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) ->LRESULT {
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return this->WndProc(uMsg, wParam, lParam);
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};
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UI_SET_USERDATA(Hwnd(), this->m_publicData);
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}
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LRESULT ShadowBox::WndProc(UINT uMsg, WPARAM wParam, LPARAM lParam) {
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switch (uMsg) {
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break;
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default:
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break;
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}
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return ::DefWindowProcW(Hwnd(), uMsg, wParam, lParam);
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}
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bool ShadowBox::SetShadow(int m_Width, int m_Height, int iSize, float _radius) {
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float radius = _radius;
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if (radius == 0) {//判断窗口是不是有圆角
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//如果没有圆角就让窗口阴影加点弧度显得更和谐一点
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radius = iSize / 2.0f;//半径
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}
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int width = m_Width < m_Height ? m_Width : m_Height;
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int max_size = width / 2.0f - radius;
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if (max_size <= 0) {
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radius = 0;
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max_size = width / 2.0f;
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}
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iSize = (int)iSize < max_size ? iSize : max_size;
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double piAngle = 3.1415926;
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int iSizeB = 4 * iSize;
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double fN = piAngle / iSize / 5.0f;//设置四条边外模糊度 值越小越黑
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double lN = 1.0 / iSize;
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int iAplpha = 0;
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int Left = iSize + radius,
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Top = iSize + radius,
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Right = m_Width - iSize - radius,
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Bottom = m_Height - iSize - radius;
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//处理四边的阴影
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int x = 0, y = 0;
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for (size_t i = 0; i < iSize; ++i)
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{
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iAplpha = int(255 - cos(fN * (i)) * 255);
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for (x = Left; x <= Right; ++x)
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{
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SetAplpha(x, i, iAplpha, _radius);
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SetAplpha(x, m_Height - i - 1, iAplpha, _radius);
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}
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for (y = Top; y <= Bottom; ++y)
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{
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SetAplpha(i, y, iAplpha, _radius);
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SetAplpha(m_Width - i - 1, y, iAplpha, _radius);
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}
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}
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//处理R角的阴影
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double fL = 0;
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int iSizeR = iSize + radius;
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for (int y = 0; y < iSizeR; ++y)
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{
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for (int x = y; x < iSizeR; ++x)
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{
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fL = sqrt((iSizeR - x) * (iSizeR - x) + (iSizeR - y) * (iSizeR - y));
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if (fL <= radius) {
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break;
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}
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if (fL > radius && fL < iSizeR) {
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iAplpha = int(255 - cos(fN * (iSizeR - fL)) * 255);
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}
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else {
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iAplpha = 0;
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}
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SetAplpha(x, y, iAplpha, _radius);
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SetAplpha(y, x, iAplpha, _radius);
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SetAplpha(m_Width - x - 1, y, iAplpha, _radius);
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SetAplpha(m_Width - y - 1, x, iAplpha, _radius);
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SetAplpha(x, m_Height - y - 1, iAplpha, _radius);
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SetAplpha(y, m_Height - x - 1, iAplpha, _radius);
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SetAplpha(m_Width - x - 1, m_Height - y - 1, iAplpha, _radius);
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SetAplpha(m_Width - y - 1, m_Height - x - 1, iAplpha, _radius);
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}
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}
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return true;
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}
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void ShadowBox::SetAplpha(int x, int y, BYTE a, float radius) {
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DWORD* point = (DWORD*)m_bufBitmap->GetPixel() + (x + y * m_bufBitmap->Width());//起始地址+坐标偏移
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((BYTE*)point)[3] = a;//修改A通道数值
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////使用A通道数值进行预乘
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//float opacity = (1.0f / 255.0f) * a;
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//((BYTE*)point)[2] = 50 * opacity;//修改R通道数值
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//((BYTE*)point)[1] = 50 * opacity;//修改G通道数值
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//((BYTE*)point)[0] = 50 * opacity;//修改B通道数值
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}
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void ShadowBox::Update(int shadowMargin, int radius) {
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if (!::IsWindowVisible(m_mainHWnd) || ::IsIconic(m_mainHWnd)) {
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::ShowWindow(m_hWnd, SW_HIDE);
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return;
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}
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HWND ownerHWnd = ::GetWindow(m_mainHWnd, GW_OWNER);
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//解决拥有窗口情况下阴影显示问题
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SetWindowLongPtr(Hwnd(), GWLP_HWNDPARENT, (LONG_PTR)(ownerHWnd ? ownerHWnd : NULL));
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::ShowWindow(m_hWnd, SW_SHOW);
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::SetWindowPos(m_hWnd, m_mainHWnd, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOACTIVATE);
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Rect mainWinRect;//主窗口矩形
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{
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RECT winRect;
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::GetWindowRect(m_mainHWnd, &winRect);
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mainWinRect.X = winRect.left;
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mainWinRect.Y = winRect.top;
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mainWinRect.Width = winRect.right - winRect.left;
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mainWinRect.Height = winRect.bottom - winRect.top;
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}
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Size mainWinSize = mainWinRect.GetSize();//主窗口大小
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//阴影窗口所在的位置
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Rect shadowRect(mainWinRect.X - shadowMargin, mainWinRect.Y - shadowMargin, mainWinRect.Width + shadowMargin * 2, mainWinRect.Height + shadowMargin * 2);
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::MoveWindow(m_hWnd, shadowRect.X, shadowRect.Y, shadowRect.Width, shadowRect.Height, FALSE);
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//只有在大小发生改变或者圆角改变的时候才回去重新生成新的窗口阴影贴上去
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if (mainWinSize.Equals(m_lastSize) && m_radius == radius && m_lastShadowMargin == shadowMargin) {
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return;
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}
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m_lastShadowMargin = shadowMargin;//记录最后一次窗口阴影大小
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m_radius = radius;//记录最后一次窗口圆角值
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m_lastSize = mainWinSize;//记录最后一次阴影大小
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if (m_bufBitmap) {
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delete m_bufBitmap;
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m_bufBitmap = NULL;
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}
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//创建用于渲染阴影的位图
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m_bufBitmap = new Bitmap(shadowRect.Width, shadowRect.Height);
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SetShadow(shadowRect.Width, shadowRect.Height, shadowMargin, radius);//渲染阴影
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POINT point{ 0,0 };
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SIZE size{ shadowRect.Width, shadowRect.Height };
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BLENDFUNCTION blend{ 0 };
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blend.BlendOp = AC_SRC_OVER;
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blend.BlendFlags = 0;
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blend.AlphaFormat = AC_SRC_ALPHA;
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blend.SourceConstantAlpha = 255;
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::UpdateLayeredWindow(m_hWnd, NULL, NULL, &size, m_bufBitmap->GetDC(), &point, 0, &blend, ULW_ALPHA);//。。。。。。更新分层窗口
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}
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HWND ShadowBox::Hwnd()
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{
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return m_hWnd;
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}
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ShadowBox::~ShadowBox()
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{
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if (::IsWindow(Hwnd())) {
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HWND hwnd = m_hWnd;//复制一份
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m_hWnd = NULL;//置零
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::DestroyWindow(hwnd);//销毁
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}
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if (m_bufBitmap) {
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delete m_bufBitmap;
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}
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if (m_publicData) {
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delete m_publicData;
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}
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}
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};
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