Leaked source code of windows server 2003
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/*
* BTTNCUR.C
* Buttons & Cursors Version 1.1, Win32 version August 1993
*
* Public functions to generate different states of toolbar buttons from
* a single bitmap. States are normal, pressed, checked, and disabled.
*
* Copyright (c)1992-1993 Microsoft Corporation, All Rights Reserved,
* as applied to redistribution of this source code in source form
* License is granted to use of compiled code in shipped binaries.
*/
#ifdef WIN32
#define _INC_OLE
#define __RPC_H__
#endif
#include <windows.h>
#include <memory.h>
#include "bttncur.h"
#include "bttncuri.h"
//Display sensitive information
TOOLDISPLAYDATA tdd;
//Library instance
HINSTANCE ghInst;
//Cache GDI objects to speed drawing.
HDC hDCGlyphs = NULL;
HDC hDCMono = NULL;
HBRUSH hBrushDither = NULL;
// Common clean up code
void FAR PASCAL WEP(int bSystemExit);
//Standard images to use in case caller doesn't provide them
HBITMAP rghBmpStandardImages[3];
//Standard button colors.
const COLORREF crStandard[4]={ RGB(0, 0, 0) //STDCOLOR_BLACK
, RGB(128, 128, 128) //STDCOLOR_DKGRAY
, RGB(192, 192, 192) //STDCOLOR_LTGRAY
, RGB(255, 255, 255)}; //STDCOLOR_WHITE
/*
* Mapping from image identifier to button type (command/attribute).
* Version 1.00 of this DLL has no attribute images defined, so
* the code will only support three states for each command
* button. Any state is, however, valid for an application
* defined image.
*/
UINT mpButtonType[TOOLIMAGE_MAX-TOOLIMAGE_MIN+1]=
{
BUTTONTYPE_COMMAND, BUTTONTYPE_COMMAND, BUTTONTYPE_COMMAND,
BUTTONTYPE_COMMAND, BUTTONTYPE_COMMAND, BUTTONTYPE_COMMAND,
BUTTONTYPE_COMMAND, BUTTONTYPE_COMMAND, BUTTONTYPE_COMMAND
};
/*
* LibMain
*
* Purpose:
* Entry point conditionally compiled for Windows NT and Windows
* 3.1. Provides the proper structure for each environment
* and calls InternalLibMain for real initialization.
*/
#ifdef WIN32
BOOL _cdecl LibMain(
HINSTANCE hDll,
DWORD dwReason,
LPVOID lpvReserved)
{
if (DLL_PROCESS_ATTACH == dwReason)
{
return FInitialize(hDll);
}
else if (DLL_PROCESS_DETACH == dwReason)
{
WEP(0);
}
else
{
return TRUE;
}
}
#else
HANDLE FAR PASCAL LibMain(HANDLE hInstance, WORD wDataSeg
, WORD cbHeapSize, LPSTR lpCmdLine)
{
//Perform global initialization.
if (FInitialize(hInstance))
{
if (0!=cbHeapSize)
UnlockData(0);
}
return hInstance;
}
#endif
/*
* FInitialize
*
* Purpose:
* Initialization function for the DLL.
*
* Parameters:
* hInstance HANDLE instance of the DLL.
*
* Return Value:
* BOOL TRUE if the function was successful, FALSE otherwise.
*/
BOOL FInitialize(HANDLE hInstance)
{
UINT i;
/*
* To remain backwards compatible with 1.0 we'll default to 96DPI
* like we forced in the older version. If the application calls
* UIToolButtonDraw we use the values here. If the application
* calls UIToolButtonDrawTDD then we use the pointer to the
* application-provided TOOLDISPLAYDATA structure.
*/
tdd.uDPI =96;
tdd.cyBar =CYBUTTONBAR96;
tdd.cxButton =TOOLBUTTON_STD96WIDTH;
tdd.cyButton =TOOLBUTTON_STD96HEIGHT;
tdd.cxImage =TOOLBUTTON_STD96IMAGEWIDTH;
tdd.cyImage =TOOLBUTTON_STD96IMAGEHEIGHT;
tdd.uIDImages=IDB_STANDARDIMAGES96;
for (i=0; i < 3; i++)
{
rghBmpStandardImages[i]=LoadBitmap(hInstance
, MAKEINTRESOURCE(IDB_STANDARDIMAGESMIN+i));
if (NULL==rghBmpStandardImages[i])
return FALSE;
}
ghInst=hInstance;
//Perform global initialization.
if (ToolButtonInit())
{
CursorsCache(hInstance);
return TRUE;
}
return FALSE;
}
/*
* WEP
*
* Purpose:
* Required DLL Exit function. Does nothing.
*
* Parameters:
* bSystemExit BOOL indicating if the system is being shut
* down or the DLL has just been unloaded.
*
* Return Value:
* void
*
*/
void FAR PASCAL WEP(int bSystemExit)
{
/*
* **Developers: Note that WEP is called AFTER Windows does any
* automatic task cleanup. You may see warnings for
* that two DCs, a bitmap, and a brush, were not
* deleted before task termination. THIS IS NOT A
* PROBLEM WITH THIS CODE AND IT IS NOT A BUG. This
* WEP function is properly called and performs the
* cleanup as appropriate. The fact that Windows is
* calling WEP after checking task cleanup is not
* something we can control. Just to prove it, the
* OutputDebugStrings in this and ToolButtonFree
* show that the code is exercised.
*/
#ifdef DEBUG
OutputDebugString("BTTNCUR.DLL: WEP Entry\r\n");
OutputDebugString("BTTNCUR.DLL: The two DC's, the brush, and the three\r\n");
OutputDebugString("BTTNCUR.DLL: bitmaps that Debug Windows shows\r\n");
OutputDebugString("BTTNCUR.DLL: above were detected BEFORE this WEP\r\n");
OutputDebugString("BTTNCUR.DLL: had a chance to do it! NOT A BUG!\r\n");
#endif
CursorsFree();
ToolButtonFree();
#ifdef DEBUG
OutputDebugString("BTTNCUR.DLL: WEP Exit\r\n");
#endif
return;
}
/*
* UIToolConfigureForDisplay
* Public API
*
* Purpose:
* Initializes the library to scale button images for the display type.
* Without calling this function the library defaults to 96 DPI (VGA).
* By calling this function an application acknowledges that it must
* use the data returned from this function to configure itself for
* the display.
*
* Parameters:
* lpDD LPTOOLDISPLAYDATA to fill with the display-sensitive
* size values.
*
* Return Value:
* BOOL TRUE if the sizes were obtained, FALSE otherwise.
*/
BOOL WINAPI UIToolConfigureForDisplay(LPTOOLDISPLAYDATA lpDD)
{
int cy;
HDC hDC;
if (NULL==lpDD || IsBadWritePtr(lpDD, sizeof(TOOLDISPLAYDATA)))
return FALSE;
/*
* Determine the aspect ratio of the display we're currently
* running on and calculate the necessary information.
*
* By retrieving the logical Y extent of the display driver, you
* only have limited possibilities:
* LOGPIXELSY Display
* ----------------------------------------
* 48 CGA (unsupported)
* 72 EGA
* 96 VGA
* 120 8514/a (i.e. HiRes VGA)
*/
hDC=GetDC(NULL);
if (NULL==hDC)
return FALSE;
cy=GetDeviceCaps(hDC, LOGPIXELSY);
ReleaseDC(NULL, hDC);
/*
* Instead of single comparisons, check ranges instead, so in case
* we get something funky, we'll act reasonable.
*/
if (72 >=cy)
{
lpDD->uDPI =72;
lpDD->cyBar =CYBUTTONBAR72;
lpDD->cxButton =TOOLBUTTON_STD72WIDTH;
lpDD->cyButton =TOOLBUTTON_STD72HEIGHT;
lpDD->cxImage =TOOLBUTTON_STD72IMAGEWIDTH;
lpDD->cyImage =TOOLBUTTON_STD72IMAGEHEIGHT;
lpDD->uIDImages=IDB_STANDARDIMAGES72;
}
else
{
if (72 < cy && 120 > cy)
{
lpDD->uDPI =96;
lpDD->cyBar =CYBUTTONBAR96;
lpDD->cxButton =TOOLBUTTON_STD96WIDTH;
lpDD->cyButton =TOOLBUTTON_STD96HEIGHT;
lpDD->cxImage =TOOLBUTTON_STD96IMAGEWIDTH;
lpDD->cyImage =TOOLBUTTON_STD96IMAGEHEIGHT;
lpDD->uIDImages=IDB_STANDARDIMAGES96;
}
else
{
lpDD->uDPI =120;
lpDD->cyBar =CYBUTTONBAR120;
lpDD->cxButton =TOOLBUTTON_STD120WIDTH;
lpDD->cyButton =TOOLBUTTON_STD120HEIGHT;
lpDD->cxImage =TOOLBUTTON_STD120IMAGEWIDTH;
lpDD->cyImage =TOOLBUTTON_STD120IMAGEHEIGHT;
lpDD->uIDImages=IDB_STANDARDIMAGES120;
}
}
return TRUE;
}
/*
* ToolButtonInit
* Internal
*
* Purpose:
* Initializes GDI objects for drawing images through UIToolButtonDraw.
* If the function fails, the function has already performed proper
* cleanup.
*
* Parameters:
* None
*
* Return Value:
* BOOL TRUE if initialization succeeded. FALSE otherwise.
*/
static BOOL ToolButtonInit(void)
{
COLORREF rgbHi;
//DC for BitBltting the image (the glyph)
hDCGlyphs=CreateCompatibleDC(NULL);
//Create a monochrome DC and a brush for doing pattern dithering.
hDCMono=CreateCompatibleDC(NULL);
//Windows 3.0 doesn't support COLOR_BTNHIGHLIGHT, so leave it white.
if (0x0300 < (UINT)GetVersion())
rgbHi=GetSysColor(COLOR_BTNHIGHLIGHT);
else
rgbHi=crStandard[STDCOLOR_WHITE];
hBrushDither=HBrushDitherCreate(GetSysColor(COLOR_BTNFACE), rgbHi);
if (NULL==hDCGlyphs || NULL==hDCMono || NULL==hBrushDither)
{
//On failure, cleanup whatever might have been allocated.
ToolButtonFree();
return FALSE;
}
return TRUE;
}
/*
* ToolButtonFree
* Internal
*
* Purpose:
* Free all GDI allocations made during initialization. Note that the
* DEBUG output included here shows that WEP is called and cleanup actually
* occurs. However, if you watch debug output in DBWIN or on a terminal,
* the debugging version of Windows does automatic app cleanup before WEP
* is called, leading some to believe that this code is buggy. The
* debug output below shows that we do perform all necessary cleanup.
*
* Parameters:
* None
*
* Return Value:
* None
*/
static void ToolButtonFree(void)
{
UINT i;
if (NULL!=hDCMono)
DeleteDC(hDCMono);
hDCMono=NULL;
if (NULL!=hDCGlyphs)
DeleteDC(hDCGlyphs);
hDCGlyphs=NULL;
if (NULL!=hBrushDither)
DeleteObject(hBrushDither);
hBrushDither=NULL;
for (i=0; i < 3; i++)
{
if (NULL!=rghBmpStandardImages[i])
DeleteObject(rghBmpStandardImages[i]);
rghBmpStandardImages[i]=NULL;
}
return;
}
/*
* HBrushDitherCreate
* Internal
*
* Purpose:
* Creates and returns a handle to a pattern brush created from
* an 8*8 monochrome pattern bitmap. We use the button face and
* highlight colors to indicate the resulting colors of a PatBlt
* using this brush.
*
* Parameters:
* rgbFace COLORREF of the button face color.
* rgbHilight COLORREF of the button highlight color.
*
* Return Value:
* HBITMAP Handle to the dither bitmap.
*/
static HBRUSH HBrushDitherCreate(COLORREF rgbFace, COLORREF rgbHilight)
{
struct //BITMAPINFO with 16 colors
{
BITMAPINFOHEADER bmiHeader;
RGBQUAD bmiColors[16];
} bmi;
HBRUSH hBrush=NULL;
DWORD patGray[8];
HDC hDC;
HBITMAP hBmp;
static COLORREF rgbFaceOld =0xFFFFFFFF; //Initially an impossible color
static COLORREF rgbHilightOld=0xFFFFFFFF; //so at first we always create
/*
* If the colors haven't changed from last time, just return the
* existing brush.
*/
if (rgbFace==rgbFaceOld && rgbHilight==rgbHilightOld)
return hBrushDither;
rgbFaceOld=rgbFace;
rgbHilightOld=rgbHilight;
/*
* We're going to create an 8*8 brush for PatBlt using the
* button face color and button highlight color. We use this
* brush to affect the pressed state and the disabled state.
*/
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = 8;
bmi.bmiHeader.biHeight = 8;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 1;
bmi.bmiHeader.biCompression = BI_RGB;
bmi.bmiHeader.biSizeImage = 0;
bmi.bmiHeader.biXPelsPerMeter= 0;
bmi.bmiHeader.biYPelsPerMeter= 0;
bmi.bmiHeader.biClrUsed = 0;
bmi.bmiHeader.biClrImportant = 0;
bmi.bmiColors[0].rgbBlue = GetBValue(rgbFace);
bmi.bmiColors[0].rgbGreen = GetGValue(rgbFace);
bmi.bmiColors[0].rgbRed = GetRValue(rgbFace);
bmi.bmiColors[0].rgbReserved = 0;
bmi.bmiColors[1].rgbBlue = GetBValue(rgbHilight);
bmi.bmiColors[1].rgbGreen = GetGValue(rgbHilight);
bmi.bmiColors[1].rgbRed = GetRValue(rgbHilight);
bmi.bmiColors[1].rgbReserved = 0;
//Create the byte array for CreateDIBitmap.
patGray[6]=patGray[4]=patGray[2]=patGray[0]=0x5555AAAAL;
patGray[7]=patGray[5]=patGray[3]=patGray[1]=0xAAAA5555L;
//Create the bitmap
hDC=GetDC(NULL);
hBmp=CreateDIBitmap(hDC, &bmi.bmiHeader, CBM_INIT, patGray
, (LPBITMAPINFO)&bmi, DIB_RGB_COLORS);
ReleaseDC(NULL, hDC);
//Create the brush from the bitmap
if (NULL!=hBmp)
{
hBrush=CreatePatternBrush(hBmp);
DeleteObject(hBmp);
}
/*
* If we could recreate a brush, clean up and make it the current
* pattern. Otherwise the best we can do it return the old one,
* which will be colored wrong, but at least it works.
*/
if (NULL!=hBrush)
{
if (NULL!=hBrushDither)
DeleteObject(hBrushDither);
hBrushDither=hBrush;
}
return hBrushDither;
}
/*
* UIToolButtonDraw
* Public API
*
* Purpose:
* Draws the complete image of a toolbar-style button with a given
* image in the center and in a specific state. The button is drawn
* on a specified hDC at a given location, so this function is useful
* on standard owner-draw buttons as well as on toolbar controls that
* have only one window but show images of multiple buttons.
*
* Parameters:
* hDC HDC on which to draw.
* x, y int coordinates at which to draw.
* dx, dy int dimensions of the *button*, not necessarily the image.
* hBmp HBITMAP from which to draw the image.
* bmx, bmy int dimensions of each bitmap in hBmp. If hBmp is NULL
* then these are forced to the standard sizes.
* iImage int index to the image to draw in the button
* uStateIn UINT containing the state index for the button and the
* color control bits.
*
* Return Value:
* BOOL TRUE if drawing succeeded, FALSE otherwise meaning that
* hDC is NULL or hBmp is NULL and iImage is not a valid
* index for a standard image.
*/
BOOL WINAPI UIToolButtonDraw(HDC hDC, int x, int y, int dx, int dy
, HBITMAP hBmp, int bmx, int bmy, int iImage, UINT uStateIn)
{
return UIToolButtonDrawTDD(hDC, x, y, dx, dy, hBmp, bmx, bmy, iImage
, uStateIn, &tdd);
}
/*
* UIToolButtonDrawTDD
* Public API
*
* Purpose:
* Draws the complete image of a toolbar-style button with a given
* image in the center and in a specific state. The button is drawn
* on a specified hDC at a given location, so this function is useful
* on standard owner-draw buttons as well as on toolbar controls that
* have only one window but show images of multiple buttons.
*
* This is the same as UIToolButtonDraw but adds the pTDD configuration
* structure. UIToolButtonDraw calls us with that pointing to the
* default 96dpi structure.
*
* Parameters:
* hDC HDC on which to draw.
* x, y int coordinates at which to draw.
* dx, dy int dimensions of the *button*, not necessarily the image.
* hBmp HBITMAP from which to draw the image.
* bmx, bmy int dimensions of each bitmap in hBmp. If hBmp is NULL
* then these are forced to the standard sizes.
* iImage int index to the image to draw in the button
* uStateIn UINT containing the state index for the button and the
* color control bits.
* pTDD LPTOOLDISPLAYDATA containing display configuration.
* Can be NULL if hBmp is non-NULL.
*
* Return Value:
* BOOL TRUE if drawing succeeded, FALSE otherwise meaning that
* hDC is NULL or hBmp is NULL and iImage is not a valid
* index for a standard image.
*/
BOOL WINAPI UIToolButtonDrawTDD(HDC hDC, int x, int y, int dx, int dy
, HBITMAP hBmp, int bmx, int bmy, int iImage, UINT uStateIn
, LPTOOLDISPLAYDATA pTDD)
{
static COLORREF crSys[5]; //Avoid stack arrays in DLLs: use static
UINT uState=(UINT)LOBYTE((WORD)uStateIn);
UINT uColors=(UINT)HIBYTE((WORD)uStateIn & PRESERVE_ALL);
int xOffsetGlyph, yOffsetGlyph;
int i, iSaveDC;
HDC hMemDC;
HGDIOBJ hObj;
HBRUSH hBR;
HBITMAP hBmpT;
HBITMAP hBmpMono;
HBITMAP hBmpMonoOrg;
HBITMAP hBmpSave=NULL;
if (NULL==hDC)
return FALSE;
/*
* If we're given no image bitmap, then use the standard and validate the
* image index. We also enforce the standard bitmap size and the size of
* the button (as requested by User Interface designers).
*/
if (NULL==hBmp && !(uState & BUTTONGROUP_BLANK))
{
hBmp=rghBmpStandardImages[pTDD->uIDImages-IDB_STANDARDIMAGESMIN];
bmx=pTDD->cxImage; //Force bitmap dimensions
bmy=pTDD->cyImage;
dx=pTDD->cxButton; //Force button dimensions
dy=pTDD->cyButton;
if (iImage > TOOLIMAGE_MAX)
return FALSE;
/*
* If we are using a standard command button, verify that the state
* does not contain the LIGHTFACE group which only applies to
* attribute buttons.
*/
if (BUTTONTYPE_COMMAND==mpButtonType[iImage]
&& (uState & BUTTONGROUP_LIGHTFACE))
return FALSE;
}
//Create a dithered bitmap.
hBmpMono=CreateBitmap(dx-2, dy-2, 1, 1, NULL);
if (NULL==hBmpMono)
return FALSE;
hBmpMonoOrg=(HBITMAP)SelectObject(hDCMono, hBmpMono);
//Save the DC state before we munge on it.
iSaveDC=SaveDC(hDC);
/*
* Draw a button sans image. This also fills crSys with the system
* colors for us which has space for five colors. We don't use the
* fifth, the frame color, in this function.
*/
DrawBlankButton(hDC, x, y, dx, dy, (BOOL)(uState & BUTTONGROUP_DOWN), crSys);
//Shift coordinates to account for the button's border
x++;
y++;
dx-=2;
dy-=2;
/*
* Determine the offset necessary to center the image but also reflect
* the pushed-in state, which means just adding 1 to the up state.
*/
i=(uState & BUTTONGROUP_DOWN) ? 1 : 0;
xOffsetGlyph=((dx-bmx) >> 1)+i;
yOffsetGlyph=((dy-bmy) >> 1)+i;
//Select the given image bitmap into the glyph DC before calling MaskCreate
if (NULL!=hBmp)
hBmpSave=(HBITMAP)SelectObject(hDCGlyphs, hBmp);
/*
* Draw the face on the button. If we have an up or [mouse]down
* button then we can just draw it as-is. For indeterminate,
* disabled, or down disabled we have to gray the image and possibly
* add a white shadow to it (disabled/down disabled).
*
* Also note that for the intermediate state we first draw the normal
* up state, then proceed to add disabling looking highlights.
*/
//Up, mouse down, down, indeterminate
if ((uState & BUTTONGROUP_ACTIVE) && !(uState & BUTTONGROUP_BLANK))
{
BOOL fColorsSame=TRUE;
/*
* In here we pay close attention to the system colors. Where
* the source image is black, we paint COLOR_BTNTEXT. Where
* light gray, we paint COLOR_BTNFACE. Where dark gray we paint
* COLOR_BTNSHADOW, and where white we paint COLOR_BTNHILIGHT.
*
* The uColors variable contains flags to prevent color
* conversion. To do a little optimization, we just do a
* single BitBlt if we're preserving all colors or if no colors
* are different than the standards, which is by far the most
* common case. Otherwise, cycle through the four colors we can
* convert and do a BitBlt that converts it to the system color.
*/
//See what colors are different.
for (i=STDCOLOR_BLACK; i<=STDCOLOR_WHITE; i++)
fColorsSame &= (crSys[i]==crStandard[i]);
if (PRESERVE_ALL==uColors || fColorsSame)
{
BitBlt(hDC, x+xOffsetGlyph, y+yOffsetGlyph, bmx, bmy
, hDCGlyphs, iImage*bmx, 0, SRCCOPY);
}
else
{
/*
* Cycle through hard-coded colors and create a mask that has all
* regions of that color in white and all other regions black.
* Then we select a pattern brush of the color to convert to:
* if we aren't converting the color then we use a brush of
* the standard hard-coded color, otherwise we use the actual
* system color. The ROP_DSPDxax means that anything that's
* 1's in the mask get the pattern, anything that's 0 is unchanged
* in the destination.
*
* To prevent too many Blts to the screen, we use an intermediate
* bitmap and DC.
*/
hMemDC=CreateCompatibleDC(hDC);
//Make sure conversion of monochrome to color stays B&W
SetTextColor(hMemDC, 0L); //0's in mono -> 0
SetBkColor(hMemDC, (COLORREF)0x00FFFFFF); //1's in mono -> 1
hBmpT=CreateCompatibleBitmap(hDC, bmx, bmy);
SelectObject(hMemDC, hBmpT);
//Copy the unmodified bitmap to the temporary bitmap
BitBlt(hMemDC, 0, 0, bmx, bmy, hDCGlyphs, iImage*bmx, 0, SRCCOPY);
for (i=STDCOLOR_BLACK; i<=STDCOLOR_WHITE; i++)
{
//Convert pixels of the color to convert to 1's in the mask
SetBkColor(hDCGlyphs, crStandard[i]);
BitBlt(hDCMono, 0, 0, bmx, bmy, hDCGlyphs, iImage*bmx, 0, SRCCOPY);
//Preserve or modify the color depending on the flag.
hBR=CreateSolidBrush((uColors & (1 << i))
? crStandard[i] : crSys[i]);
if (NULL!=hBR)
{
hObj=SelectObject(hMemDC, hBR);
if (NULL!=hObj)
{
BitBlt(hMemDC, 0, 0, dx-1, dy-1, hDCMono, 0, 0, ROP_DSPDxax);
SelectObject(hMemDC, hObj);
}
DeleteObject(hBR);
}
}
//Now put the final version on the display and clean up
BitBlt(hDC, x+xOffsetGlyph, y+yOffsetGlyph, dx-1, dy-1
, hMemDC, 0, 0, SRCCOPY);
DeleteDC(hMemDC);
DeleteObject(hBmpT);
}
}
//Disabled and indeterminate states (unless we're blank)
if ((uState & BUTTONGROUP_DISABLED || ATTRIBUTEBUTTON_INDETERMINATE==uState)
&& !(uState & BUTTONGROUP_BLANK))
{
//Grayed state (up or down, no difference)
MaskCreate(iImage, dx, dy, bmx, bmy, xOffsetGlyph, yOffsetGlyph, 0);
//Make sure conversion of monochrome to color stays B&W
SetTextColor(hDC, 0L); //0's in mono -> 0
SetBkColor(hDC, (COLORREF)0x00FFFFFF); //1's in mono -> 1
//If we're disabled, up or down, draw the highlighted shadow.
if (uState & BUTTONGROUP_DISABLED)
{
hBR=CreateSolidBrush(crSys[SYSCOLOR_HILIGHT]);
if (NULL!=hBR)
{
hObj=SelectObject(hDC, hBR);
if (NULL!=hObj)
{
//Draw hilight color where we have 0's in the mask
BitBlt(hDC, x+1, y+1, dx-2, dy-2, hDCMono, 0, 0, ROP_PSDPxax);
SelectObject(hDC, hObj);
}
DeleteObject(hBR);
}
}
//Draw the gray image.
hBR=CreateSolidBrush(crSys[SYSCOLOR_SHADOW]);
if (NULL!=hBR)
{
hObj=SelectObject(hDC, hBR);
if (NULL!=hObj)
{
//Draw the shadow color where we have 0's in the mask
BitBlt(hDC, x, y, dx-2, dy-2, hDCMono, 0, 0, ROP_PSDPxax);
SelectObject(hDC, hObj);
}
DeleteObject(hBR);
}
}
//If the button is selected do the dither brush avoiding the glyph
if (uState & BUTTONGROUP_LIGHTFACE)
{
HBRUSH hBRDither;
/*
* Get the dither brush. This function will recreate it if
* necessary or return the global one if the colors already match.
*/
hBRDither=HBrushDitherCreate(crSys[SYSCOLOR_FACE], crSys[SYSCOLOR_HILIGHT]);
hObj=SelectObject(hDC, hBRDither);
if (NULL!=hObj)
{
/*
* The mask we create now determines where the dithering
* ends up. In the down disabled state, we have to preserve
* the highlighted shadow, so the mask we create must have
* two masks of the original glyph, one of them offset by
* one pixel in both x & y. For the indeterminate state,
* we have to mask all highlighted areas. The state passed
* to MaskCreate matters here (we've used zero before).
*/
MaskCreate(iImage, dx, dy, bmx, bmy
, xOffsetGlyph-1, yOffsetGlyph-1, uState);
//Convert monochrome masks to B&W color bitmap in the BitBlt.
SetTextColor(hDC, 0L);
SetBkColor(hDC, (COLORREF)0x00FFFFFF);
/*
* Only draw the dither brush where the mask is 1's. For
* the indeterminate state we have to not overdraw the
* shadow highlight so we use dx-3, dy-3 instead of dx-1
* and dy-1. We do this whether or not we're blank.
*/
i=(ATTRIBUTEBUTTON_INDETERMINATE==uState
|| BLANKBUTTON_INDETERMINATE==uState) ? 3 : 1;
BitBlt(hDC, x+1, y+1, dx-i, dy-i, hDCMono, 0, 0, ROP_DSPDxax);
SelectObject(hDC, hObj);
}
//DO NOT delete hBRDither! It's a reference to a shared global.
}
//Cleanup hDCGlyphs: Must do AFTER calling MaskCreate
if (NULL!=hBmpSave)
SelectObject(hDCGlyphs, hBmpSave);
SelectObject(hDCMono, hBmpMonoOrg);
DeleteObject(hBmpMono);
//Restore everything in the DC.
RestoreDC(hDC, iSaveDC);
return TRUE;
}
/*
* DrawBlankButton
*
* Purpose:
* Draws a button with no face using the current system colors in either
* an up or down state.
*
* Parameters:
* hDC HDC on which to draw
* x, y int coordinates where we start drawing
* dx,dy int size of the button
* fDown BOOL indicating the up or down state of the button
* pcr COLORREF FAR * to five colors in which we store text,
* shadow, face, highlight, and frame colors. This is
* a matter of convenience for the caller, since we have
* to load these colors anyway we might as well send them
* back.
*
* Return Value:
* None
*/
static void DrawBlankButton(HDC hDC, int x, int y, int dx, int dy
, BOOL fDown, COLORREF FAR *pcr)
{
//Get the current system colors for buttons.
pcr[0]=GetSysColor(COLOR_BTNTEXT);
pcr[1]=GetSysColor(COLOR_BTNSHADOW);
pcr[2]=GetSysColor(COLOR_BTNFACE);
//Windows 3.0 doesn't support COLOR_BTNHIGHLIGHT, so leave it white.
if (0x0300 < (UINT)GetVersion())
pcr[3]=GetSysColor(COLOR_BTNHIGHLIGHT);
else
pcr[3]=crStandard[STDCOLOR_WHITE];
pcr[4]=GetSysColor(COLOR_WINDOWFRAME);
//Draw the border around the button.
PatB(hDC, x+1, y, dx-2, 1, pcr[4]);
PatB(hDC, x+1, y+dy-1, dx-2, 1, pcr[4]);
PatB(hDC, x, y+1, 1, dy-2, pcr[4]);
PatB(hDC, x+dx-1, y+1, 1, dy-2, pcr[4]);
//Shift coordinates to account for the border we just drew
x++;
y++;
dx-=2;
dy-=2;
//Paint the interior grey as a default.
PatB(hDC, x, y, dx, dy, pcr[2]);
/*
* Draw shadows and highlights. The DOWN grouping that contains
* down, mouse down, and down disabled are drawn depressed. Up,
* indeterminate, and disabled are drawn up.
*/
if (fDown)
{
PatB(hDC, x, y, 1, dy, pcr[1]);
PatB(hDC, x, y, dx, 1, pcr[1]);
}
else
{
//Normal button look.
PatB(hDC, x, y, 1, dy-1, pcr[3]);
PatB(hDC, x, y, dx-1, 1, pcr[3]);
PatB(hDC, x+dx-1, y, 1, dy, pcr[1]);
PatB(hDC, x, y+dy-1, dx, 1, pcr[1]);
PatB(hDC, x+1+dx-3, y+1, 1, dy-2, pcr[1]);
PatB(hDC, x+1, y+dy-2, dx-2, 1, pcr[1]);
}
return;
}
/*
* PatB
* Internal
*
* Purpose:
* A more convenient PatBlt operation for drawing button borders and
* highlights.
*
* Parameters:
* hDC HDC on which to paint.
* x, y int coordinates at which to paint.
* dx, dy int dimensions of rectangle to paint.
* rgb COLORREF to use as the background color.
*
* Return Value:
* None
*/
static void PatB(HDC hDC, int x, int y, int dx, int dy, COLORREF rgb)
{
RECT rc;
SetBkColor(hDC, rgb);
SetRect(&rc, x, y, x+dx, y+dy);
ExtTextOut(hDC, 0, 0, ETO_OPAQUE, &rc, NULL, 0, NULL);
}
/*
* MaskCreate
* Internal
*
* Purpose:
* Creates a monochrome mask bitmap of the given image at the given offset
* in the global hDCMono. Anywhere in the image that you have the light
* gray (STDCOLOR_LTGRAY) or the white highlight (STDCOLOR_WHITE) you get
* get 1's. All other pixels are 0's
*
* Parameters:
* iImage UINT index of the image for which to create a mask.
* dx, dy int dimensions of the button.
* bmx, bmy int dimensions of the bitmap to use.
* xOffset int offset for x inside hDCMono where we paint.
* yOffset int offset for y inside hDCMono where we paint.
* uState UINT state of the image. Special cases are made
* for ATTRIBUTEBUTTON_DOWNDISABLED and
* ATTRIBUTEBUTTON_INDETERMINATE. In any case where you
* do not want a special case, pass zero here, regardless
* of the true button state.
*
* Return Value:
* None
*/
static void MaskCreate(UINT iImage, int dx, int dy, int bmx, int bmy
,int xOffset, int yOffset, UINT uState)
{
//Initalize whole area with zeros
PatBlt(hDCMono, 0, 0, dx, dy, WHITENESS);
if (uState & BUTTONGROUP_BLANK)
return;
//Convert face colored pixels to 1's. all others to black.
SetBkColor(hDCGlyphs, crStandard[STDCOLOR_LTGRAY]);
BitBlt(hDCMono, xOffset, yOffset, bmx, bmy, hDCGlyphs, iImage*bmx, 0, SRCCOPY);
//In the indeterminate state, don't turn highlight's to 1's. Leave black.
if (ATTRIBUTEBUTTON_INDETERMINATE!=uState)
{
//Convert highlight colored pixels to 1's and OR them with the previous.
SetBkColor(hDCGlyphs, crStandard[STDCOLOR_WHITE]);
BitBlt(hDCMono, xOffset, yOffset, bmx, bmy, hDCGlyphs, iImage*bmx, 0, SRCPAINT);
}
/*
* For the down disabled state, AND this same mask with itself at an
* offset of 1, which accounts for the highlight shadow.
*/
if (ATTRIBUTEBUTTON_DOWNDISABLED==uState)
BitBlt(hDCMono, 1, 1, dx-1, dy-1, hDCMono, 0, 0, SRCAND);
return;
}