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| #include <windows.h> #include <d2d1.h> #pragma comment(lib, "d2d1")
#include "basewin.h"
template <class T> void SafeRelease(T **ppT) { if (*ppT) { (*ppT)->Release(); *ppT = NULL; } }
class MainWindow : public BaseWindow<MainWindow> { ID2D1Factory *pFactory; ID2D1HwndRenderTarget *pRenderTarget; ID2D1SolidColorBrush *pBrush; D2D1_ELLIPSE ellipse;
void CalculateLayout(); HRESULT CreateGraphicsResources(); void DiscardGraphicsResources(); void OnPaint(); void Resize();
public:
MainWindow() : pFactory(NULL), pRenderTarget(NULL), pBrush(NULL) { }
PCWSTR ClassName() const { return L"Circle Window Class"; } LRESULT HandleMessage(UINT uMsg, WPARAM wParam, LPARAM lParam); };
void MainWindow::CalculateLayout() { if (pRenderTarget != NULL) { D2D1_SIZE_F size = pRenderTarget->GetSize(); const float x = size.width / 2; const float y = size.height / 2; const float radius = min(x, y); ellipse = D2D1::Ellipse(D2D1::Point2F(x, y), radius, radius); } }
HRESULT MainWindow::CreateGraphicsResources() { HRESULT hr = S_OK; if (pRenderTarget == NULL) { RECT rc; GetClientRect(m_hwnd, &rc);
D2D1_SIZE_U size = D2D1::SizeU(rc.right, rc.bottom);
hr = pFactory->CreateHwndRenderTarget( D2D1::RenderTargetProperties(), D2D1::HwndRenderTargetProperties(m_hwnd, size), &pRenderTarget);
if (SUCCEEDED(hr)) { const D2D1_COLOR_F color = D2D1::ColorF(1.0f, 1.0f, 0); hr = pRenderTarget->CreateSolidColorBrush(color, &pBrush);
if (SUCCEEDED(hr)) { CalculateLayout(); } } } return hr; }
void MainWindow::DiscardGraphicsResources() { SafeRelease(&pRenderTarget); SafeRelease(&pBrush); }
void MainWindow::OnPaint() { HRESULT hr = CreateGraphicsResources(); if (SUCCEEDED(hr)) { PAINTSTRUCT ps; BeginPaint(m_hwnd, &ps); pRenderTarget->BeginDraw();
pRenderTarget->Clear( D2D1::ColorF(D2D1::ColorF::SkyBlue) ); pRenderTarget->FillEllipse(ellipse, pBrush);
hr = pRenderTarget->EndDraw(); if (FAILED(hr) || hr == D2DERR_RECREATE_TARGET) { DiscardGraphicsResources(); } EndPaint(m_hwnd, &ps); } }
void MainWindow::Resize() { if (pRenderTarget != NULL) { RECT rc; GetClientRect(m_hwnd, &rc);
D2D1_SIZE_U size = D2D1::SizeU(rc.right, rc.bottom);
pRenderTarget->Resize(size); CalculateLayout(); InvalidateRect(m_hwnd, NULL, FALSE); } }
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, PWSTR, int nCmdShow) { MainWindow win;
if (!win.Create(L"Circle", WS_OVERLAPPEDWINDOW)) { return 0; }
ShowWindow(win.Window(), nCmdShow);
MSG msg = { }; while (GetMessage(&msg, NULL, 0, 0)) { TranslateMessage(&msg); DispatchMessage(&msg); }
return 0; }
LRESULT MainWindow::HandleMessage(UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_CREATE: if (FAILED(D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pFactory))) { return -1; } return 0;
case WM_DESTROY: DiscardGraphicsResources(); SafeRelease(&pFactory); PostQuitMessage(0); return 0;
case WM_PAINT: OnPaint(); return 0; case WM_SIZE: Resize(); return 0; } return DefWindowProc(m_hwnd, uMsg, wParam, lParam); }
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