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192 lines
5.3 KiB
192 lines
5.3 KiB
#include "priv.h"
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#include "fadetsk.h"
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#include "apithk.h"
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/// Fade Rect Support
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// {2DECD184-21B0-11d2-8385-00C04FD918D0}
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const GUID TASKID_Fader =
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{ 0x2decd184, 0x21b0, 0x11d2, { 0x83, 0x85, 0x0, 0xc0, 0x4f, 0xd9, 0x18, 0xd0 } };
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CFadeTask::CFadeTask() : CRunnableTask(RTF_DEFAULT)
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{
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ASSERT(g_bRunOnNT5); // This should only get created on NT5
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WNDCLASSEX wc = {0};
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if (!GetClassInfoEx(g_hinst, TEXT("SysFader"), &wc))
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{
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wc.cbSize = sizeof(wc);
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wc.lpfnWndProc = DefWindowProc;
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wc.hCursor = LoadCursor(NULL, IDC_ARROW);
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wc.hInstance = g_hinst;
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wc.lpszClassName = TEXT("SysFader");
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wc.hbrBackground = (HBRUSH)(COLOR_BTNFACE + 1); // NULL;
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if (!RegisterClassEx(&wc))
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return;
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}
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_hwndFader = CreateWindowEx(WS_EX_LAYERED | WS_EX_TRANSPARENT |
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WS_EX_TOPMOST | WS_EX_TOOLWINDOW,
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TEXT("SysFader"), TEXT("SysFader"),
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WS_POPUP,
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0, 0, 0, 0, NULL, (HMENU) 0,
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g_hinst, NULL);
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}
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CFadeTask::~CFadeTask()
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{
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if (_hwndFader)
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DestroyWindow(_hwndFader);
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}
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#define ALPHASTART (200)
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BOOL CFadeTask::FadeRect(PRECT prc, PFNFADESCREENRECT pfn, LPVOID pvParam)
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{
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if (IsRunning() == IRTIR_TASK_RUNNING)
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return FALSE;
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InterlockedExchange(&_lState, IRTIR_TASK_NOT_RUNNING);
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_rect = *prc;
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_pfn = pfn;
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_pvParam = pvParam;
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POINT pt;
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POINT ptSrc = {0, 0};
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SIZE size;
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// prc and pt are in screen coordinates.
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pt.x = _rect.left;
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pt.y = _rect.top;
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// Get the size of the rectangle for the blits.
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size.cx = RECTWIDTH(_rect);
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size.cy = RECTHEIGHT(_rect);
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// Get the DC for the screen and window.
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HDC hdcScreen = GetDC(NULL);
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if (hdcScreen)
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{
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HDC hdcWin = GetDC(_hwndFader);
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if (hdcWin)
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{
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// If we don't have a HDC for the fade, then create one.
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if (!_hdcFade)
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{
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_hdcFade = CreateCompatibleDC(hdcScreen);
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if (!_hdcFade)
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goto Stop;
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// Create a bitmap that covers the fade region, instead of the whole screen.
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_hbm = CreateCompatibleBitmap(hdcScreen, size.cx, size.cy);
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if (!_hbm)
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goto Stop;
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// select it in, saving the old bitmap's handle
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_hbmOld = (HBITMAP)SelectBitmap(_hdcFade, _hbm);
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}
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// Get the stuff from the screen and squirt it into the fade dc.
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BitBlt(_hdcFade, 0, 0, size.cx, size.cy, hdcScreen, pt.x, pt.y, SRCCOPY);
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// Now let user do it's magic. We're going to mimic user and start with a slightly
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// faded, instead of opaque, rendering (Looks smoother and cleaner.
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BlendLayeredWindow(_hwndFader, hdcWin, &pt, &size, _hdcFade, &ptSrc, ALPHASTART);
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// Now that we have it all build up, display it on screen.
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SetWindowPos(_hwndFader, HWND_TOPMOST, 0, 0, 0, 0,
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SWP_NOACTIVATE | SWP_NOMOVE | SWP_NOSIZE | SWP_SHOWWINDOW);
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Stop:
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ReleaseDC(_hwndFader, hdcWin);
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}
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ReleaseDC(NULL, hdcScreen);
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}
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if (_pfn)
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_pfn(FADE_BEGIN, _pvParam);
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return TRUE;
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}
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#define FADE_TIMER_ID 10
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#define FADE_TIMER_TIMEOUT 10 // milliseconds
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#define FADE_TIMEOUT 350 // milliseconds
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#define FADE_ITERATIONS 35
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#define QUAD_PART(a) ((a)##.QuadPart)
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void CFadeTask::_StopFade()
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{
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if (_hwndFader)
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{
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SetWindowPos(_hwndFader, HWND_BOTTOM, 0, 0, 0, 0,
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SWP_NOACTIVATE | SWP_NOMOVE | SWP_NOSIZE | SWP_HIDEWINDOW);
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}
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if (_pfn)
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_pfn(FADE_END, _pvParam);
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if (_hdcFade)
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{
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if (_hbmOld)
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{
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SelectBitmap(_hdcFade, _hbmOld);
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}
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DeleteDC(_hdcFade);
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_hdcFade = NULL;
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}
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if (_hbm)
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{
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DeleteObject(_hbm);
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_hbm = NULL;
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}
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}
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STDMETHODIMP CFadeTask::RunInitRT(void)
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{
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BOOL fRet = FALSE;
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LARGE_INTEGER liDiff;
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LARGE_INTEGER liFreq;
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LARGE_INTEGER liStart;
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DWORD dwElapsed;
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BYTE bBlendConst;
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// Start the fade timer and the count-down for the fade.
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QueryPerformanceFrequency(&liFreq);
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QueryPerformanceCounter(&liStart);
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// Do this until the conditions specified in the loop.
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while ( TRUE )
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{
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// Calculate the elapsed time in milliseconds.
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QueryPerformanceCounter(&liDiff);
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QUAD_PART(liDiff) -= QUAD_PART(liStart);
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dwElapsed = (DWORD)((QUAD_PART(liDiff) * 1000) / QUAD_PART(liFreq));
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if (dwElapsed >= FADE_TIMEOUT)
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{
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goto Stop;
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}
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bBlendConst = (BYTE)(ALPHASTART * (FADE_TIMEOUT -
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dwElapsed) / FADE_TIMEOUT);
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if (bBlendConst <= 1)
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{
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goto Stop;
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}
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// Since only the alpha is updated, there is no need to pass
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// anything but the new alpha function. This saves a source copy.
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BlendLayeredWindow(_hwndFader, NULL, NULL, NULL, NULL, NULL, bBlendConst);
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Sleep(FADE_TIMER_TIMEOUT);
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}
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Stop:
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_StopFade();
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return S_OK;
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}
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