Leaked source code of windows server 2003
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271 lines
7.3 KiB

#include "shellprv.h"
#include "common.h"
#include "fadetsk.h"
BOOL BlendLayeredWindow(HWND hwnd, HDC hdcDest, POINT* ppt, SIZE* psize, HDC hdc, POINT* pptSrc, BYTE bBlendConst)
{
BLENDFUNCTION blend;
blend.BlendOp = AC_SRC_OVER;
blend.BlendFlags = 0;
blend.AlphaFormat = 0;
blend.SourceConstantAlpha = bBlendConst;
return UpdateLayeredWindow(hwnd, hdcDest, ppt, psize, hdc, pptSrc, 0, &blend, ULW_ALPHA);
}
/// Fade Rect Support
CFadeTask::CFadeTask()
{
_cRef = 1;
WNDCLASSEX wc = {0};
if (!GetClassInfoEx(g_hinst, TEXT("SysFader"), &wc))
{
wc.cbSize = sizeof(wc);
wc.lpfnWndProc = DefWindowProc;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hInstance = g_hinst;
wc.lpszClassName = TEXT("SysFader");
wc.hbrBackground = (HBRUSH)(COLOR_BTNFACE + 1); // NULL;
// If this fails we just wind up with a NULL _hwndFader
RegisterClassEx(&wc);
}
_hwndFader = CreateWindowEx(WS_EX_LAYERED | WS_EX_TRANSPARENT |
WS_EX_TOPMOST | WS_EX_TOOLWINDOW,
TEXT("SysFader"), TEXT("SysFader"),
WS_POPUP,
0, 0, 0, 0, NULL, (HMENU) 0,
g_hinst, NULL);
}
STDAPI CFadeTask_CreateInstance(IUnknown *punkOuter, REFIID riid, void **ppv)
{
HRESULT hr;
*ppv = NULL;
ASSERT(!punkOuter); // clsobj.c should've filtered this out already
CFadeTask *ptFader = new CFadeTask();
if (ptFader)
{
hr = ptFader->QueryInterface(riid, ppv);
ptFader->Release();
}
else
{
hr = E_OUTOFMEMORY;
}
return hr;
}
CFadeTask::~CFadeTask()
{
// Must use WM_CLOSE instead of DestroyWindow to ensure proper
// destruction in case the final release occurs from the background
// thread. (Threads are not allowed to DestroyWindow windows that
// are owned by other threads.)
if (_hwndFader)
SendNotifyMessage(_hwndFader, WM_CLOSE, 0, 0);
}
HRESULT CFadeTask::QueryInterface(REFIID riid, void **ppv)
{
static const QITAB qit[] = {
QITABENT(CFadeTask, IFadeTask),
{ 0 },
};
return QISearch(this, qit, riid, ppv);
}
ULONG CFadeTask::AddRef(void)
{
return InterlockedIncrement(&_cRef);
}
ULONG CFadeTask::Release(void)
{
ASSERT( 0 != _cRef );
ULONG cRef = InterlockedDecrement(&_cRef);
if ( 0 == cRef )
{
delete this;
}
return cRef;
}
#define ALPHASTART (200)
HRESULT CFadeTask::FadeRect(LPCRECT prc)
{
BOOL fThreadStarted = FALSE;
if (_hwndFader)
{
_rect = *prc;
POINT pt;
POINT ptSrc = {0, 0};
SIZE size;
// prc and pt are in screen coordinates.
pt.x = _rect.left;
pt.y = _rect.top;
// Get the size of the rectangle for the blits.
size.cx = RECTWIDTH(_rect);
size.cy = RECTHEIGHT(_rect);
// Get the DC for the screen and window.
HDC hdcScreen = GetDC(NULL);
if (hdcScreen)
{
HDC hdcWin = GetDC(_hwndFader);
if (hdcWin)
{
// If we don't have a HDC for the fade, then create one.
if (!_hdcFade)
{
_hdcFade = CreateCompatibleDC(hdcScreen);
if (!_hdcFade)
goto Stop;
// Create a bitmap that covers the fade region, instead of the whole screen.
_hbm = CreateCompatibleBitmap(hdcScreen, size.cx, size.cy);
if (!_hbm)
goto Stop;
// select it in, saving the old bitmap's handle
_hbmOld = (HBITMAP)SelectBitmap(_hdcFade, _hbm);
}
// Get the stuff from the screen and squirt it into the fade dc.
BitBlt(_hdcFade, 0, 0, size.cx, size.cy, hdcScreen, pt.x, pt.y, SRCCOPY);
// Now let user do it's magic. We're going to mimic user and start with a slightly
// faded, instead of opaque, rendering (Looks smoother and cleaner.
BlendLayeredWindow(_hwndFader, hdcWin, &pt, &size, _hdcFade, &ptSrc, ALPHASTART);
fThreadStarted = SHCreateThread(s_FadeThreadProc, this, 0, s_FadeSyncProc);
Stop:
ReleaseDC(_hwndFader, hdcWin);
}
ReleaseDC(NULL, hdcScreen);
}
if (!fThreadStarted)
{
// clean up member variables on failure
_StopFade();
}
}
return fThreadStarted ? S_OK : E_FAIL;
}
#define FADE_TIMER_ID 10
#define FADE_TIMER_TIMEOUT 10 // milliseconds
#define FADE_TIMEOUT 350 // milliseconds
#define FADE_ITERATIONS 35
#define QUAD_PART(a) ((a)##.QuadPart)
void CFadeTask::_StopFade()
{
if (_hdcFade)
{
if (_hbmOld)
{
SelectBitmap(_hdcFade, _hbmOld);
}
DeleteDC(_hdcFade);
_hdcFade = NULL;
}
if (_hbm)
{
DeleteObject(_hbm);
_hbm = NULL;
}
}
DWORD CFadeTask::s_FadeSyncProc(LPVOID lpThreadParameter)
{
CFadeTask* pThis = (CFadeTask*)lpThreadParameter;
pThis->AddRef();
pThis->_DoPreFade();
return 0;
}
DWORD CFadeTask::s_FadeThreadProc(LPVOID lpThreadParameter)
{
CFadeTask* pThis = (CFadeTask*)lpThreadParameter;
pThis->_DoFade();
pThis->Release();
return 0;
}
void CFadeTask::_DoPreFade()
{
// Now that we have it all build up, display it on screen.
SetWindowPos(_hwndFader, HWND_TOPMOST, 0, 0, 0, 0,
SWP_NOACTIVATE | SWP_NOMOVE | SWP_NOSIZE | SWP_SHOWWINDOW);
}
void CFadeTask::_DoFade()
{
LARGE_INTEGER liDiff;
LARGE_INTEGER liFreq;
LARGE_INTEGER liStart;
DWORD dwElapsed;
BYTE bBlendConst;
// Start the fade timer and the count-down for the fade.
QueryPerformanceFrequency(&liFreq);
QueryPerformanceCounter(&liStart);
// Do this until the conditions specified in the loop.
while ( TRUE )
{
// Calculate the elapsed time in milliseconds.
QueryPerformanceCounter(&liDiff);
QUAD_PART(liDiff) -= QUAD_PART(liStart);
dwElapsed = (DWORD)((QUAD_PART(liDiff) * 1000) / QUAD_PART(liFreq));
if (dwElapsed >= FADE_TIMEOUT)
{
goto Stop;
}
bBlendConst = (BYTE)(ALPHASTART * (FADE_TIMEOUT -
dwElapsed) / FADE_TIMEOUT);
if (bBlendConst <= 1)
{
goto Stop;
}
// Since only the alpha is updated, there is no need to pass
// anything but the new alpha function. This saves a source copy.
if (!BlendLayeredWindow(_hwndFader, NULL, NULL, NULL, NULL, NULL, bBlendConst))
{
// The app we just launched probably switched the screen into
// a video mode that doesn't support layered windows, so just bail.
goto Stop;
}
Sleep(FADE_TIMER_TIMEOUT);
}
Stop:
SetWindowPos(_hwndFader, HWND_BOTTOM, 0, 0, 0, 0,
SWP_NOACTIVATE | SWP_NOMOVE | SWP_NOSIZE | SWP_HIDEWINDOW);
_StopFade();
}