G
So ich paste mal die gesamte Skin-Klasse.
Die ist nicht so lang.
// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
//
// WINDOWS SKINNING TUTORIAL - by Vander Nunes - virtware.net
// This is the source-code that shows what is discussed in the tutorial.
// The code is simplified for the sake of clarity, but all the needed
// features for handling skinned windows is present. Please read
// the article for more information.
//
// skin.cpp : CSkin class implementation
// 28/02/2002 : initial release.
//
// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
#include "skin.h"
// ----------------------------------------------------------------------------
// constructor 1 - use it when you have not already created the app window.
// this one will not subclass automatically, you must call Hook() and Enable()
// to subclass the app window and enable the skin respectively.
// will throw an exception if unable to initialize skin from resource.
// ----------------------------------------------------------------------------
CSkin::CSkin(int iSkinRegion, int iSkinBitmap)
{
// try to retrieve the skin data from resource.
if ( !GetSkinData(iSkinRegion, iSkinBitmap) )
throw ("Unable to retrieve the skin.");
}
// ----------------------------------------------------------------------------
// constructor 2 - use it when you have already created the app window.
// this one will subclass the window and enable the skin automatically.
// will throw an exception if unable to initialize skin from resource.
// ----------------------------------------------------------------------------
CSkin::CSkin(HWND hWnd, int iSkinRegion, int iSkinBitmap)
{
// initialize
CSkin(iSkinRegion, iSkinBitmap);
// subclass
Hook(hWnd);
// enable
Enable(true);
}
// ----------------------------------------------------------------------------
// destructor - will free allocated resources.
// ----------------------------------------------------------------------------
CSkin::~CSkin()
{
// unhook the window
UnHook();
// free bitmaps and device context
if (m_dcSkin) { SelectObject(m_dcSkin, m_hOldBmp); DeleteDC(m_dcSkin); }
if (m_hBmp) DeleteObject(m_hBmp);
// free skin region
if (m_rgnSkin) DeleteObject(m_rgnSkin);
}
// ----------------------------------------------------------------------------
// toggle skin on/off - must be Hooked() before attempting to enable skin.
// ----------------------------------------------------------------------------
bool CSkin::Enable(bool bEnable)
{
// refuse to enable if there is no window subclassed yet.
if (!Hooked()) return false;
// toggle
m_bEnabled = bEnable;
// force window repainting
InvalidateRect(m_hWnd, NULL, TRUE);
return true;
}
// ----------------------------------------------------------------------------
// tell if the skinning is enabled
// ----------------------------------------------------------------------------
bool CSkin::Enabled()
{
return m_bEnabled;
}
// ----------------------------------------------------------------------------
// hook a window
// ----------------------------------------------------------------------------
bool CSkin::Hook(HWND hWnd)
{
// unsubclass any other window
if (Hooked()) UnHook();
// this will be our new subclassed window
m_hWnd = hWnd;
// set the skin region to the window
SetWindowRgn(m_hWnd, m_rgnSkin, true);
// subclass the window procedure
m_OldWndProc = (WNDPROC)SetWindowLong(m_hWnd, GWL_WNDPROC, (LONG)SkinWndProc);
// store a pointer to our class instance inside the window procedure.
if (!SetProp(m_hWnd, "skin", (void*)this))
{
// if we fail to do so, we just can't activate the skin.
UnHook();
return false;
}
// update flag
m_bHooked = ( m_OldWndProc ? true : false );
// force window repainting
InvalidateRect(m_hWnd, NULL, TRUE);
// successful return if we're hooked.
return m_bHooked;
}
// ----------------------------------------------------------------------------
// unhook the window
// ----------------------------------------------------------------------------
bool CSkin::UnHook()
{
// just to be safe we'll check this
WNDPROC OurWnd;
// cannot unsubclass if there is no window subclassed
if (!Hooked()) return false;
// remove the skin region from the window
SetWindowRgn(m_hWnd, NULL, true);
// unsubclass the window procedure
OurWnd = (WNDPROC)SetWindowLong(m_hWnd, GWL_WNDPROC, (LONG)m_OldWndProc);
// remove the pointer to our class instance, but if we fail we don't care.
RemoveProp(m_hWnd, "skin");
// update flag - if we can't get our window procedure address again,
// we failed to unhook the window.
m_bHooked = ( OurWnd ? false : true );
// force window repainting
InvalidateRect(m_hWnd, NULL, TRUE);
// successful return if we're unhooked.
return !m_bHooked;
}
// ----------------------------------------------------------------------------
// tell us if there is a window subclassed
// ----------------------------------------------------------------------------
bool CSkin::Hooked()
{
return m_bHooked;
}
// ----------------------------------------------------------------------------
// return the skin bitmap width
// ----------------------------------------------------------------------------
int CSkin::Width()
{
return m_iWidth;
}
// ----------------------------------------------------------------------------
// return the skin bitmap height
// ----------------------------------------------------------------------------
int CSkin::Height()
{
return m_iHeight;
}
// ----------------------------------------------------------------------------
// return the skin device context
// ----------------------------------------------------------------------------
HDC CSkin::HDC()
{
return m_dcSkin;
}
// ----------------------------------------------------------------------------
// skin retrieval helper
// ----------------------------------------------------------------------------
bool CSkin::GetSkinData(int iSkinRegion, int iSkinBitmap)
{
// get app instance handle
HINSTANCE hInstance = GetModuleHandle(NULL);
// -------------------------------------------------
// retrieve the skin bitmap from resource.
// -------------------------------------------------
m_hBmp = LoadBitmap(hInstance, MAKEINTRESOURCE(iSkinBitmap));
if (!m_hBmp) return false;
// get skin info
BITMAP bmp;
GetObject(m_hBmp, sizeof(bmp), &bmp);
// get skin dimensions
m_iWidth = bmp.bmWidth;
m_iHeight = bmp.bmHeight;
// -------------------------------------------------
// then, we retrieve the skin region from resource.
// -------------------------------------------------
// ask resource for our skin.
HRSRC hrSkin = FindResource(hInstance, MAKEINTRESOURCE(iSkinRegion),"BINARY");
if (!hrSkin) return false;
// this is standard "BINARY" retrieval.
LPRGNDATA pSkinData = (LPRGNDATA)LoadResource(hInstance, hrSkin);
if (!pSkinData) return false;
// create the region using the binary data.
m_rgnSkin = ExtCreateRegion(NULL, SizeofResource(NULL,hrSkin), pSkinData);
// free the allocated resource
FreeResource(pSkinData);
// check if we have the skin at hand.
if (!m_rgnSkin) return false;
// -------------------------------------------------
// well, things are looking good...
// as a quick providence, just create and keep
// a device context for our later blittings.
// -------------------------------------------------
// create a context compatible with the user desktop
m_dcSkin = CreateCompatibleDC(0);
if (!m_dcSkin) return false;
// select our bitmap
m_hOldBmp = (HBITMAP)SelectObject(m_dcSkin, m_hBmp);
// -------------------------------------------------
// done
// -------------------------------------------------
return true;
}
// ------------------------------------------------------------------------
// Default skin window procedure.
// Here the class will handle WM_PAINT and WM_LBUTTONDOWN, originally sent
// to the application window, but now subclassed. Any other messages will
// just pass through the procedure and reach the original app procedure.
// ------------------------------------------------------------------------
LRESULT CALLBACK SkinWndProc(HWND hWnd, UINT uMessage, WPARAM wParam, LPARAM lParam)
{
// we will need a pointer to the associated class instance
// (it was stored in the window before, remember?)
CSkin *pSkin = (CSkin*)GetProp(hWnd, "skin");
// to handle WM_PAINT
PAINTSTRUCT ps;
// if we fail to get our class instance, we can't handle anything.
if (!pSkin) return DefWindowProc(hWnd,uMessage,wParam,lParam);
switch(uMessage)
{
case WM_PAINT:
{
// ---------------------------------------------------------
// here we just need to blit our skin
// directly to the device context
// passed by the painting message.
// ---------------------------------------------------------
BeginPaint(hWnd,&ps);
// blit the skin
BitBlt(ps.hdc,0,0,pSkin->Width(),pSkin->Height(),pSkin->HDC(),0,0,SRCCOPY);
EndPaint(hWnd,&ps);
break;
}
case WM_LBUTTONDOWN:
{
// ---------------------------------------------------------
// this is a common trick for easy dragging of the window.
// this message fools windows telling that the user is
// actually dragging the application caption bar.
// ---------------------------------------------------------
SendMessage(hWnd, WM_NCLBUTTONDOWN, HTCAPTION,NULL);
break;
}
}
// ---------------------------------------------------------
// call the default window procedure to keep things going.
// ---------------------------------------------------------
return CallWindowProc(pSkin->m_OldWndProc, hWnd, uMessage, wParam, lParam);
}
Diese Klasse lässt sich bequem compilieren und ist meiner Meinung nach sehr schön geschrieben. Ausserdem sehr freundlich vom Author das zur Verfügung zu stellen
Hier is übrigens der Artikel den er zum Thema Skinnig geschrieben hat.
War für mich sehr hilfreich.
[url]
http://www.flipcode.com/articles/article_win32skins.shtml
[/url]