您的位置:首页 > 产品设计 > UI/UE

图片算法以及窗口阴影

2016-03-02 15:41 423 查看
转载请说明原出处,谢谢:http://blog.csdn.net/zhuhongshu/article/details/42580877

之前我写的程序使用阴影时,一直是使用codeproject网站上的WndShadow类,并且把它当作单独的模块来使用,后来觉得使用阴影的情况非常多,所以今天就把这个类改写了一下,让他融入到duilib,并且可以直接使用xml来描述阴影,不需要写任何c++代码。

以前的WndShadow类是用算法来计算阴影,灵活性很大,但是缺点就是效果不够理想,所以我另外给他附加了使用图片素材来贴阴影的功能。最终的新类名为CShadowUI。这个类可以单独使用,我把他集成到了自己的库里。为了融合到Duilib我修改了UiLib.h文件、UIDlgBuilder.cpp文件、UIManager.h文件、UIManager.cpp文件。

先贴两张效果图,以下是素材阴影和算法阴影的效果图:





通过设置xml的Window标签可以添加阴影,阴影的xml属性描述如下:

[html] view
plain copy







<Attribute name="showshadow" default="false" type="BOOL" comment="是否启用窗体阴影"/>

<Attribute name="shadowimage" default="" type="STRING" comment="阴影图片,使用此属性后自动屏蔽算法阴影(不支持source等属性设置)"/>

<Attribute name="shadowcorner" default="0,0,0,0" type="RECT" comment="图片阴影的九宫格描述"/>

<Attribute name="shadowsize" default="0" type="BYTE" comment="算法阴影的宽度(-20到20)"/>

<Attribute name="shadowsharpness" default="255" type="BYTE" comment="算法阴影的锐度"/>

<Attribute name="shadowdarkness" default="255" type="BYTE" comment="算法阴影的深度(相当于透明度)"/>

<Attribute name="shadowposition" default="0,0" type="SIZE" comment="算法阴影的偏移量"/>

<Attribute name="shadowcolor" default="0x000000" type="DWORD" comment="算法阴影的颜色,RGB格式,不支持透明度,使用shadowdarkness设置透明度"/>

前面的两个效果图的对应xml描述如下:

[html] view
plain copy







<!-- 图片阴影 -->

<Window size="840,600" sizebox="4,4,4,4" caption="0,0,0,75" mininfo="840,600" showshadow="true" shadowimage="shadow.png" shadowcorner="23,13,23,33">

<!-- 算法阴影 -->

<Window size="840,600" sizebox="4,4,4,4" caption="0,0,0,75" mininfo="840,600" showshadow="true" shadowsize="5" shadowposition="1,1" shadowcolor="#333333">

源码:

UIShadow.h源码为:

[cpp] view
plain copy







// WndShadow.h : header file

//

// Version 0.1

//

// Copyright (c) 2006 Perry Zhu, All Rights Reserved.

//

// mailto:perry@live.com

//

//

// This source file may be redistributed unmodified by any means PROVIDING

// it is NOT sold for profit without the authors expressed written

// consent, and providing that this notice and the author's name and all

// copyright notices remain intact. This software is by no means to be

// included as part of any third party components library, or as part any

// development solution that offers MFC extensions that are sold for profit.

//

// If the source code is used in any commercial applications then a statement

// along the lines of:

//

// "Portions Copyright (c) 2006 Perry Zhu" must be included in the "Startup

// Banner", "About Box" or "Printed Documentation". This software is provided

// "as is" without express or implied warranty. Use it at your own risk! The

// author accepts no liability for any damage/loss of business that this

// product may cause.

//

/////////////////////////////////////////////////////////////////////////////

//****************************************************************************

/********************************************************************

created: 2015/01/09

filename: UIShadow.h

author: Redrain

purpose: DuiLib阴影类,在原WndShadow类的基础上,增加了通过PNG图片设置阴影的功能,并且把代码与DuiLib融合

*********************************************************************/

#ifndef __UISHADOW_H__

#define __UISHADOW_H__

#pragma once

#include "map"

namespace DuiLib

{

typedef BOOL (WINAPI *pfnUpdateLayeredWindow)(HWND hWnd, HDC hdcDst, POINT *pptDst,

SIZE *psize, HDC hdcSrc, POINT *pptSrc, COLORREF crKey,

BLENDFUNCTION *pblend, DWORD dwFlags);

class UILIB_API CShadowUI

{

public:

friend class CPaintManagerUI;

CShadowUI(void);

virtual ~CShadowUI(void);

public:

// bShow为真时才会创建阴影

void ShowShadow(bool bShow);

bool IsShowShadow() const;

// 算法阴影的函数

bool SetSize(int NewSize = 0);

bool SetSharpness(unsigned int NewSharpness = 5);

bool SetDarkness(unsigned int NewDarkness = 200);

bool SetPosition(int NewXOffset = 5, int NewYOffset = 5);

bool SetColor(COLORREF NewColor = 0);

// 图片阴影的函数

bool SetImage(LPCTSTR szImage);

bool SetShadowCorner(RECT rcCorner); // 九宫格方式描述阴影

protected:

// 初始化并注册阴影类

static bool Initialize(HINSTANCE hInstance);

// 创建阴影窗体,由CPaintManagerUI自动调用

void Create(CPaintManagerUI* pPaintManager);

// 子类化父窗体

static LRESULT CALLBACK ParentProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);

// 父窗体改变大小,移动,或者主动重绘阴影时调用

void Update(HWND hParent);

// 通过算法计算阴影

void MakeShadow(UINT32 *pShadBits, HWND hParent, RECT *rcParent);

// 计算alpha预乘值

inline DWORD PreMultiply(COLORREF cl, unsigned char nAlpha)

{

return (GetRValue(cl) * (DWORD)nAlpha / 255) |

(GetGValue(cl) * (DWORD)nAlpha / 255) << 8 |

(GetBValue(cl) * (DWORD)nAlpha / 255) << 16 ;

}

protected:

enum ShadowStatus

{

SS_ENABLED = 1, // Shadow is enabled, if not, the following one is always false

SS_VISABLE = 1 << 1, // Shadow window is visible

SS_PARENTVISIBLE = 1<< 2 // Parent window is visible, if not, the above one is always false

};

// 保存已经附加的窗体句柄和与其关联的阴影类,方便在ParentProc()函数中通过句柄得到阴影类

static std::map<HWND, CShadowUI *> *s_Shadowmap;

static bool s_bHasInit;

CPaintManagerUI *m_pManager; // 父窗体的CPaintManagerUI,用来获取素材资源和父窗体句柄

HWND m_hWnd; // 阴影窗体的句柄

LONG m_OriParentProc; // 子类化父窗体

BYTE m_Status;

bool m_bIsImageMode; // 是否为图片阴影模式

bool m_bIsShowShadow; // 是否要显示阴影

// 算法阴影成员变量

unsigned char m_nDarkness; // Darkness, transparency of blurred area

unsigned char m_nSharpness; // Sharpness, width of blurred border of shadow window

signed char m_nSize; // Shadow window size, relative to parent window size

// The X and Y offsets of shadow window,

// relative to the parent window, at center of both windows (not top-left corner), signed

signed char m_nxOffset;

signed char m_nyOffset;

// Restore last parent window size, used to determine the update strategy when parent window is resized

LPARAM m_WndSize;

// Set this to true if the shadow should not be update until next WM_PAINT is received

bool m_bUpdate;

COLORREF m_Color; // Color of shadow

// 图片阴影成员变量

CDuiString m_sShadowImage;

RECT m_rcShadowCorner;

};

}

#endif //__UISHADOW_H__

[b] UIShadow.cpp源码为:

[/b]

[cpp] view
plain copy







#include "StdAfx.h"

#include "UIShadow.h"

#include "math.h"

#include "crtdbg.h"

#include "Core/UIManager.h"

namespace DuiLib

{

const TCHAR *strWndClassName = _T("PerryShadowWnd");

std::map<HWND, CShadowUI *>* CShadowUI::s_Shadowmap = new std::map<HWND, CShadowUI *>;

bool CShadowUI::s_bHasInit = FALSE;

CShadowUI::CShadowUI(void)

: m_hWnd((HWND)NULL)

, m_OriParentProc(NULL)

, m_nDarkness(150)

, m_nSharpness(5)

, m_nSize(0)

, m_nxOffset(0)

, m_nyOffset(0)

, m_Color(RGB(0, 0, 0))

, m_WndSize(0)

, m_bUpdate(false)

, m_bIsImageMode(false)

, m_bIsShowShadow(false)

{

::ZeroMemory(&m_rcShadowCorner, sizeof(RECT));

}

CShadowUI::~CShadowUI(void)

{

}

bool CShadowUI::Initialize(HINSTANCE hInstance)

{

if (s_bHasInit)

return false;

// Register window class for shadow window

WNDCLASSEX wcex;

memset(&wcex, 0, sizeof(wcex));

wcex.cbSize = sizeof(WNDCLASSEX);

wcex.style = CS_HREDRAW | CS_VREDRAW;

wcex.lpfnWndProc = DefWindowProc;

wcex.cbClsExtra = 0;

wcex.cbWndExtra = 0;

wcex.hInstance = hInstance;

wcex.hIcon = NULL;

wcex.hCursor = LoadCursor(NULL, IDC_ARROW);

wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);

wcex.lpszMenuName = NULL;

wcex.lpszClassName = strWndClassName;

wcex.hIconSm = NULL;

RegisterClassEx(&wcex);

s_bHasInit = true;

return true;

}

void CShadowUI::Create(CPaintManagerUI* pPaintManager)

{

if(!m_bIsShowShadow)

return;

// Already initialized

_ASSERT(CPaintManagerUI::GetInstance() != INVALID_HANDLE_VALUE);

_ASSERT(pPaintManager != NULL);

m_pManager = pPaintManager;

HWND hParentWnd = m_pManager->GetPaintWindow();

// Add parent window - shadow pair to the map

_ASSERT(s_Shadowmap->find(hParentWnd) == s_Shadowmap->end()); // Only one shadow for each window

(*s_Shadowmap)[hParentWnd] = this;

// Determine the initial show state of shadow according to parent window's state

LONG lParentStyle = GetWindowLong(hParentWnd, GWL_STYLE);

// Create the shadow window

LONG styleValue = lParentStyle & WS_CAPTION;

m_hWnd = CreateWindowEx(WS_EX_LAYERED | WS_EX_TRANSPARENT, strWndClassName, NULL,

/*WS_VISIBLE | */styleValue | WS_POPUPWINDOW,

CW_USEDEFAULT, 0, 0, 0, hParentWnd, NULL, CPaintManagerUI::GetInstance(), NULL);

if(!(WS_VISIBLE & lParentStyle)) // Parent invisible

m_Status = SS_ENABLED;

else if((WS_MAXIMIZE | WS_MINIMIZE) & lParentStyle) // Parent visible but does not need shadow

m_Status = SS_ENABLED | SS_PARENTVISIBLE;

else // Show the shadow

{

m_Status = SS_ENABLED | SS_VISABLE | SS_PARENTVISIBLE;

::ShowWindow(m_hWnd, SW_SHOWNA);

Update(hParentWnd);

}

// Replace the original WndProc of parent window to steal messages

m_OriParentProc = GetWindowLong(hParentWnd, GWL_WNDPROC);

#pragma warning(disable: 4311) // temporrarily disable the type_cast warning in Win32

SetWindowLong(hParentWnd, GWL_WNDPROC, (LONG)ParentProc);

#pragma warning(default: 4311)

}

LRESULT CALLBACK CShadowUI::ParentProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)

{

_ASSERT(s_Shadowmap->find(hwnd) != s_Shadowmap->end()); // Shadow must have been attached

CShadowUI *pThis = (*s_Shadowmap)[hwnd];

switch(uMsg)

{

case WM_MOVE:

if(pThis->m_Status & SS_VISABLE)

{

RECT WndRect;

GetWindowRect(hwnd, &WndRect);

if (pThis->m_bIsImageMode)

{

SetWindowPos(pThis->m_hWnd, 0,

WndRect.left - pThis->m_rcShadowCorner.left, WndRect.top - pThis->m_rcShadowCorner.top,

0, 0, SWP_NOSIZE | SWP_NOACTIVATE);

}

else

{

SetWindowPos(pThis->m_hWnd, 0,

WndRect.left + pThis->m_nxOffset - pThis->m_nSize, WndRect.top + pThis->m_nyOffset - pThis->m_nSize,

0, 0, SWP_NOSIZE | SWP_NOACTIVATE);

}

}

break;

case WM_SIZE:

if(pThis->m_Status & SS_ENABLED)

{

if(SIZE_MAXIMIZED == wParam || SIZE_MINIMIZED == wParam)

{

::ShowWindow(pThis->m_hWnd, SW_HIDE);

pThis->m_Status &= ~SS_VISABLE;

}

else if(pThis->m_Status & SS_PARENTVISIBLE) // Parent maybe resized even if invisible

{

// Awful! It seems that if the window size was not decreased

// the window region would never be updated until WM_PAINT was sent.

// So do not Update() until next WM_PAINT is received in this case

if(LOWORD(lParam) > LOWORD(pThis->m_WndSize) || HIWORD(lParam) > HIWORD(pThis->m_WndSize))

pThis->m_bUpdate = true;

else

pThis->Update(hwnd);

if(!(pThis->m_Status & SS_VISABLE))

{

::ShowWindow(pThis->m_hWnd, SW_SHOWNA);

pThis->m_Status |= SS_VISABLE;

}

}

pThis->m_WndSize = lParam;

}

break;

case WM_PAINT:

{

if(pThis->m_bUpdate)

{

pThis->Update(hwnd);

pThis->m_bUpdate = false;

}

//return hr;

break;

}

// In some cases of sizing, the up-right corner of the parent window region would not be properly updated

// Update() again when sizing is finished

case WM_EXITSIZEMOVE:

if(pThis->m_Status & SS_VISABLE)

{

pThis->Update(hwnd);

}

break;

case WM_SHOWWINDOW:

if(pThis->m_Status & SS_ENABLED)

{

if(!wParam) // the window is being hidden

{

::ShowWindow(pThis->m_hWnd, SW_HIDE);

pThis->m_Status &= ~(SS_VISABLE | SS_PARENTVISIBLE);

}

else if(!(pThis->m_Status & SS_PARENTVISIBLE))

{

//pThis->Update(hwnd);

pThis->m_bUpdate = true;

::ShowWindow(pThis->m_hWnd, SW_SHOWNA);

pThis->m_Status |= SS_VISABLE | SS_PARENTVISIBLE;

}

}

break;

case WM_DESTROY:

DestroyWindow(pThis->m_hWnd); // Destroy the shadow

break;

case WM_NCDESTROY:

s_Shadowmap->erase(hwnd); // Remove this window and shadow from the map

break;

}

#pragma warning(disable: 4312) // temporrarily disable the type_cast warning in Win32

// Call the default(original) window procedure for other messages or messages processed but not returned

return ((WNDPROC)pThis->m_OriParentProc)(hwnd, uMsg, wParam, lParam);

#pragma warning(default: 4312)

}

void CShadowUI::Update(HWND hParent)

{

RECT WndRect;

GetWindowRect(hParent, &WndRect);

int nShadWndWid;

int nShadWndHei;

if (m_bIsImageMode)

{

if(m_sShadowImage.IsEmpty())

return;

nShadWndWid = WndRect.right - WndRect.left + m_rcShadowCorner.left + m_rcShadowCorner.right;

nShadWndHei = WndRect.bottom - WndRect.top + m_rcShadowCorner.top + m_rcShadowCorner.bottom;

}

else

{

nShadWndWid = WndRect.right - WndRect.left + m_nSize * 2;

nShadWndHei = WndRect.bottom - WndRect.top + m_nSize * 2;

}

// Create the alpha blending bitmap

BITMAPINFO bmi; // bitmap header

ZeroMemory(&bmi, sizeof(BITMAPINFO));

bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);

bmi.bmiHeader.biWidth = nShadWndWid;

bmi.bmiHeader.biHeight = nShadWndHei;

bmi.bmiHeader.biPlanes = 1;

bmi.bmiHeader.biBitCount = 32; // four 8-bit components

bmi.bmiHeader.biCompression = BI_RGB;

bmi.bmiHeader.biSizeImage = nShadWndWid * nShadWndHei * 4;

BYTE *pvBits; // pointer to DIB section

HBITMAP hbitmap = CreateDIBSection(NULL, &bmi, DIB_RGB_COLORS, (void **)&pvBits, NULL, 0);

HDC hMemDC = CreateCompatibleDC(NULL);

HBITMAP hOriBmp = (HBITMAP)SelectObject(hMemDC, hbitmap);

if (m_bIsImageMode)

{

RECT rcPaint = {0, 0, nShadWndWid, nShadWndHei};

const TImageInfo* data = m_pManager->GetImageEx((LPCTSTR)m_sShadowImage, NULL, 0);

if( !data )

return;

RECT rcBmpPart = {0};

rcBmpPart.right = data->nX;

rcBmpPart.bottom = data->nY;

CRenderEngine::DrawImage(hMemDC, data->hBitmap, rcPaint, rcPaint, rcBmpPart, m_rcShadowCorner, data->alphaChannel, 0xFF, true, false, false);

}

else

{

ZeroMemory(pvBits, bmi.bmiHeader.biSizeImage);

MakeShadow((UINT32 *)pvBits, hParent, &WndRect);

}

POINT ptDst;

if (m_bIsImageMode)

{

ptDst.x = WndRect.left - m_rcShadowCorner.left;

ptDst.y = WndRect.top - m_rcShadowCorner.top;

}

else

{

ptDst.x = WndRect.left + m_nxOffset - m_nSize;

ptDst.y = WndRect.top + m_nyOffset - m_nSize;

}

POINT ptSrc = {0, 0};

SIZE WndSize = {nShadWndWid, nShadWndHei};

BLENDFUNCTION blendPixelFunction= { AC_SRC_OVER, 0, 255, AC_SRC_ALPHA };

MoveWindow(m_hWnd, ptDst.x, ptDst.y, nShadWndWid, nShadWndHei, FALSE);

BOOL bRet= ::UpdateLayeredWindow(m_hWnd, NULL, &ptDst, &WndSize, hMemDC,

&ptSrc, 0, &blendPixelFunction, ULW_ALPHA);

_ASSERT(bRet); // something was wrong....

// Delete used resources

SelectObject(hMemDC, hOriBmp);

DeleteObject(hbitmap);

DeleteDC(hMemDC);

}

void CShadowUI::MakeShadow(UINT32 *pShadBits, HWND hParent, RECT *rcParent)

{

// The shadow algorithm:

// Get the region of parent window,

// Apply morphologic erosion to shrink it into the size (ShadowWndSize - Sharpness)

// Apply modified (with blur effect) morphologic dilation to make the blurred border

// The algorithm is optimized by assuming parent window is just "one piece" and without "wholes" on it

// Get the region of parent window,

HRGN hParentRgn = CreateRectRgn(0, 0, 0, 0);

GetWindowRgn(hParent, hParentRgn);

// Determine the Start and end point of each horizontal scan line

SIZE szParent = {rcParent->right - rcParent->left, rcParent->bottom - rcParent->top};

SIZE szShadow = {szParent.cx + 2 * m_nSize, szParent.cy + 2 * m_nSize};

// Extra 2 lines (set to be empty) in ptAnchors are used in dilation

int nAnchors = max(szParent.cy, szShadow.cy); // # of anchor points pares

int (*ptAnchors)[2] = new int[nAnchors + 2][2];

int (*ptAnchorsOri)[2] = new int[szParent.cy][2]; // anchor points, will not modify during erosion

ptAnchors[0][0] = szParent.cx;

ptAnchors[0][1] = 0;

ptAnchors[nAnchors + 1][0] = szParent.cx;

ptAnchors[nAnchors + 1][1] = 0;

if(m_nSize > 0)

{

// Put the parent window anchors at the center

for(int i = 0; i < m_nSize; i++)

{

ptAnchors[i + 1][0] = szParent.cx;

ptAnchors[i + 1][1] = 0;

ptAnchors[szShadow.cy - i][0] = szParent.cx;

ptAnchors[szShadow.cy - i][1] = 0;

}

ptAnchors += m_nSize;

}

for(int i = 0; i < szParent.cy; i++)

{

// find start point

int j;

for(j = 0; j < szParent.cx; j++)

{

if(PtInRegion(hParentRgn, j, i))

{

ptAnchors[i + 1][0] = j + m_nSize;

ptAnchorsOri[i][0] = j;

break;

}

}

if(j >= szParent.cx) // Start point not found

{

ptAnchors[i + 1][0] = szParent.cx;

ptAnchorsOri[i][1] = 0;

ptAnchors[i + 1][0] = szParent.cx;

ptAnchorsOri[i][1] = 0;

}

else

{

// find end point

for(j = szParent.cx - 1; j >= ptAnchors[i + 1][0]; j--)

{

if(PtInRegion(hParentRgn, j, i))

{

ptAnchors[i + 1][1] = j + 1 + m_nSize;

ptAnchorsOri[i][1] = j + 1;

break;

}

}

}

}

if(m_nSize > 0)

ptAnchors -= m_nSize; // Restore pos of ptAnchors for erosion

int (*ptAnchorsTmp)[2] = new int[nAnchors + 2][2]; // Store the result of erosion

// First and last line should be empty

ptAnchorsTmp[0][0] = szParent.cx;

ptAnchorsTmp[0][1] = 0;

ptAnchorsTmp[nAnchors + 1][0] = szParent.cx;

ptAnchorsTmp[nAnchors + 1][1] = 0;

int nEroTimes = 0;

// morphologic erosion

for(int i = 0; i < m_nSharpness - m_nSize; i++)

{

nEroTimes++;

//ptAnchorsTmp[1][0] = szParent.cx;

//ptAnchorsTmp[1][1] = 0;

//ptAnchorsTmp[szParent.cy + 1][0] = szParent.cx;

//ptAnchorsTmp[szParent.cy + 1][1] = 0;

for(int j = 1; j < nAnchors + 1; j++)

{

ptAnchorsTmp[j][0] = max(ptAnchors[j - 1][0], max(ptAnchors[j][0], ptAnchors[j + 1][0])) + 1;

ptAnchorsTmp[j][1] = min(ptAnchors[j - 1][1], min(ptAnchors[j][1], ptAnchors[j + 1][1])) - 1;

}

// Exchange ptAnchors and ptAnchorsTmp;

int (*ptAnchorsXange)[2] = ptAnchorsTmp;

ptAnchorsTmp = ptAnchors;

ptAnchors = ptAnchorsXange;

}

// morphologic dilation

ptAnchors += (m_nSize < 0 ? -m_nSize : 0) + 1; // now coordinates in ptAnchors are same as in shadow window

// Generate the kernel

int nKernelSize = m_nSize > m_nSharpness ? m_nSize : m_nSharpness;

int nCenterSize = m_nSize > m_nSharpness ? (m_nSize - m_nSharpness) : 0;

UINT32 *pKernel = new UINT32[(2 * nKernelSize + 1) * (2 * nKernelSize + 1)];

UINT32 *pKernelIter = pKernel;

for(int i = 0; i <= 2 * nKernelSize; i++)

{

for(int j = 0; j <= 2 * nKernelSize; j++)

{

double dLength = sqrt((i - nKernelSize) * (i - nKernelSize) + (j - nKernelSize) * (double)(j - nKernelSize));

if(dLength < nCenterSize)

*pKernelIter = m_nDarkness << 24 | PreMultiply(m_Color, m_nDarkness);

else if(dLength <= nKernelSize)

{

UINT32 nFactor = ((UINT32)((1 - (dLength - nCenterSize) / (m_nSharpness + 1)) * m_nDarkness));

*pKernelIter = nFactor << 24 | PreMultiply(m_Color, nFactor);

}

else

*pKernelIter = 0;

//TRACE("%d ", *pKernelIter >> 24);

pKernelIter ++;

}

//TRACE("\n");

}

// Generate blurred border

for(int i = nKernelSize; i < szShadow.cy - nKernelSize; i++)

{

int j;

if(ptAnchors[i][0] < ptAnchors[i][1])

{

// Start of line

for(j = ptAnchors[i][0];

j < min(max(ptAnchors[i - 1][0], ptAnchors[i + 1][0]) + 1, ptAnchors[i][1]);

j++)

{

for(int k = 0; k <= 2 * nKernelSize; k++)

{

UINT32 *pPixel = pShadBits +

(szShadow.cy - i - 1 + nKernelSize - k) * szShadow.cx + j - nKernelSize;

UINT32 *pKernelPixel = pKernel + k * (2 * nKernelSize + 1);

for(int l = 0; l <= 2 * nKernelSize; l++)

{

if(*pPixel < *pKernelPixel)

*pPixel = *pKernelPixel;

pPixel++;

pKernelPixel++;

}

}

} // for() start of line

// End of line

for(j = max(j, min(ptAnchors[i - 1][1], ptAnchors[i + 1][1]) - 1);

j < ptAnchors[i][1];

j++)

{

for(int k = 0; k <= 2 * nKernelSize; k++)

{

UINT32 *pPixel = pShadBits +

(szShadow.cy - i - 1 + nKernelSize - k) * szShadow.cx + j - nKernelSize;

UINT32 *pKernelPixel = pKernel + k * (2 * nKernelSize + 1);

for(int l = 0; l <= 2 * nKernelSize; l++)

{

if(*pPixel < *pKernelPixel)

*pPixel = *pKernelPixel;

pPixel++;

pKernelPixel++;

}

}

} // for() end of line

}

} // for() Generate blurred border

// Erase unwanted parts and complement missing

UINT32 clCenter = m_nDarkness << 24 | PreMultiply(m_Color, m_nDarkness);

for(int i = min(nKernelSize, max(m_nSize - m_nyOffset, 0));

i < max(szShadow.cy - nKernelSize, min(szParent.cy + m_nSize - m_nyOffset, szParent.cy + 2 * m_nSize));

i++)

{

UINT32 *pLine = pShadBits + (szShadow.cy - i - 1) * szShadow.cx;

if(i - m_nSize + m_nyOffset < 0 || i - m_nSize + m_nyOffset >= szParent.cy) // Line is not covered by parent window

{

for(int j = ptAnchors[i][0]; j < ptAnchors[i][1]; j++)

{

*(pLine + j) = clCenter;

}

}

else

{

for(int j = ptAnchors[i][0];

j < min(ptAnchorsOri[i - m_nSize + m_nyOffset][0] + m_nSize - m_nxOffset, ptAnchors[i][1]);

j++)

*(pLine + j) = clCenter;

for(int j = max(ptAnchorsOri[i - m_nSize + m_nyOffset][0] + m_nSize - m_nxOffset, 0);

j < min(ptAnchorsOri[i - m_nSize + m_nyOffset][1] + m_nSize - m_nxOffset, szShadow.cx);

j++)

*(pLine + j) = 0;

for(int j = max(ptAnchorsOri[i - m_nSize + m_nyOffset][1] + m_nSize - m_nxOffset, ptAnchors[i][0]);

j < ptAnchors[i][1];

j++)

*(pLine + j) = clCenter;

}

}

// Delete used resources

delete[] (ptAnchors - (m_nSize < 0 ? -m_nSize : 0) - 1);

delete[] ptAnchorsTmp;

delete[] ptAnchorsOri;

delete[] pKernel;

DeleteObject(hParentRgn);

}

void CShadowUI::ShowShadow(bool bShow)

{

m_bIsShowShadow = bShow;

}

bool CShadowUI::IsShowShadow() const

{

return m_bIsShowShadow;

}

bool CShadowUI::SetSize(int NewSize)

{

if(NewSize > 20 || NewSize < -20)

return false;

m_nSize = (signed char)NewSize;

if(m_hWnd != NULL && (SS_VISABLE & m_Status))

Update(GetParent(m_hWnd));

return true;

}

bool CShadowUI::SetSharpness(unsigned int NewSharpness)

{

if(NewSharpness > 20)

return false;

m_nSharpness = (unsigned char)NewSharpness;

if(m_hWnd != NULL && (SS_VISABLE & m_Status))

Update(GetParent(m_hWnd));

return true;

}

bool CShadowUI::SetDarkness(unsigned int NewDarkness)

{

if(NewDarkness > 255)

return false;

m_nDarkness = (unsigned char)NewDarkness;

if(m_hWnd != NULL && (SS_VISABLE & m_Status))

Update(GetParent(m_hWnd));

return true;

}

bool CShadowUI::SetPosition(int NewXOffset, int NewYOffset)

{

if(NewXOffset > 20 || NewXOffset < -20 ||

NewYOffset > 20 || NewYOffset < -20)

return false;

m_nxOffset = (signed char)NewXOffset;

m_nyOffset = (signed char)NewYOffset;

if(m_hWnd != NULL && (SS_VISABLE & m_Status))

Update(GetParent(m_hWnd));

return true;

}

bool CShadowUI::SetColor(COLORREF NewColor)

{

m_Color = NewColor;

if(m_hWnd != NULL && (SS_VISABLE & m_Status))

Update(GetParent(m_hWnd));

return true;

}

bool CShadowUI::SetImage(LPCTSTR szImage)

{

if (szImage == NULL)

return false;

m_bIsImageMode = true;

m_sShadowImage = szImage;

if(m_hWnd != NULL && (SS_VISABLE & m_Status))

Update(GetParent(m_hWnd));

return true;

}

bool CShadowUI::SetShadowCorner(RECT rcCorner)

{

if (rcCorner.left < 0 || rcCorner.top < 0 || rcCorner.right < 0 || rcCorner.bottom < 0)

return false;

m_rcShadowCorner = rcCorner;

if(m_hWnd != NULL && (SS_VISABLE & m_Status))

Update(GetParent(m_hWnd));

return true;

}

} //namespace DuiLib

总结:

这个阴影使用双层窗体实现的,可以避免duilib在半透明窗体上的不足。但也由于使用双层窗体,导致窗体大小快速改变时会看出阴影改变的延迟 ,能不能接受这个延迟就看个人了,所以如果是固定大小的窗体使用阴影效果最好。具体的效果可以看我的demo。

完整的修改版的库代码和阴影的demo,可以下载我的库:点击打开链接
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签:  duilib image