begin butchering uiArea

This commit is contained in:
Arisotura
2019-05-15 16:43:56 +02:00
parent 4d427c9d2d
commit a89366cb5a
9 changed files with 75 additions and 20 deletions

View File

@ -6,6 +6,13 @@ static HRESULT doPaint(uiArea *a, ID2D1RenderTarget *rt, RECT *clip)
{
uiAreaHandler *ah = a->ah;
uiAreaDrawParams dp;
if (a->openGL)
{
(*(ah->Draw))(ah, a, &dp);
return S_OK;
}
COLORREF bgcolorref;
D2D1_COLOR_F bgcolor;
D2D1_MATRIX_3X2_F scrollTransform;
@ -13,7 +20,7 @@ static HRESULT doPaint(uiArea *a, ID2D1RenderTarget *rt, RECT *clip)
// no need to save or restore the graphics state to reset transformations; it's handled by resetTarget() in draw.c, called during the following
dp.Context = newContext(rt);
loadAreaSize(a, rt, &(dp.AreaWidth), &(dp.AreaHeight));
loadAreaSize(a, &(dp.AreaWidth), &(dp.AreaHeight));
dp.ClipX = clip->left;
dp.ClipY = clip->top;
@ -113,6 +120,9 @@ static void onWM_PAINT(uiArea *a)
static void onWM_PRINTCLIENT(uiArea *a, HDC dc)
{
// TODO????
if (a->openGL) return;
ID2D1DCRenderTarget *rt;
RECT client;
HRESULT hr;
@ -143,13 +153,16 @@ BOOL areaDoDraw(uiArea *a, UINT uMsg, WPARAM wParam, LPARAM lParam, LRESULT *lRe
// TODO only if the render target wasn't just created?
void areaDrawOnResize(uiArea *a, RECT *newClient)
{
D2D1_SIZE_U size;
if (!a->openGL)
{
D2D1_SIZE_U size;
size.width = newClient->right - newClient->left;
size.height = newClient->bottom - newClient->top;
// don't track the error; we'll get that in EndDraw()
// see https://msdn.microsoft.com/en-us/library/windows/desktop/dd370994%28v=vs.85%29.aspx
a->rt->Resize(&size);
size.width = newClient->right - newClient->left;
size.height = newClient->bottom - newClient->top;
// don't track the error; we'll get that in EndDraw()
// see https://msdn.microsoft.com/en-us/library/windows/desktop/dd370994%28v=vs.85%29.aspx
a->rt->Resize(&size);
}
// according to Rick Brewster, we must always redraw the entire client area after calling ID2D1RenderTarget::Resize() (see http://stackoverflow.com/a/33222983/3408572)
// we used to have a uiAreaHandler.RedrawOnResize() method to decide this; now you know why we don't anymore