unit TB2Anim; { Toolbar2000 Copyright (C) 1998-2005 by Jordan Russell All rights reserved. The contents of this file are subject to the "Toolbar2000 License"; you may not use or distribute this file except in compliance with the "Toolbar2000 License". A copy of the "Toolbar2000 License" may be found in TB2k-LICENSE.txt or at: https://jrsoftware.org/files/tb2k/TB2k-LICENSE.txt Alternatively, the contents of this file may be used under the terms of the GNU General Public License (the "GPL"), in which case the provisions of the GPL are applicable instead of those in the "Toolbar2000 License". A copy of the GPL may be found in GPL-LICENSE.txt or at: https://jrsoftware.org/files/tb2k/GPL-LICENSE.txt If you wish to allow use of your version of this file only under the terms of the GPL and not to allow others to use your version of this file under the "Toolbar2000 License", indicate your decision by deleting the provisions above and replace them with the notice and other provisions required by the GPL. If you do not delete the provisions above, a recipient may use your version of this file under either the "Toolbar2000 License" or the GPL. $jrsoftware: tb2k/Source/TB2Anim.pas,v 1.11 2005/02/16 08:15:58 jr Exp $ } interface {$I TB2Ver.inc} {$Q-} uses Windows, Messages, SysUtils, Classes; const WM_TB2K_STEPANIMATION = WM_USER + $555; WM_TB2K_ANIMATIONENDED = WM_USER + $556; type TTBAnimationDirection = set of (tbadLeft, tbadRight, tbadDown, tbadUp); procedure TBStartAnimation(const AWnd: HWND; const ABlend: Boolean; const ADirection: TTBAnimationDirection); procedure TBStepAnimation(const Msg: TMessage); procedure TBEndAnimation(const Wnd: HWND); implementation { Notes to self: - It originally had the NOMIRRORBITMAP flag on the BitBlt calls, because Windows 2000's AnimateWindow function has it. But it had to be removed because on Windows 98 with the Standard VGA or VMware video driver, it caused no bits to be blitted, even though Windows 98 is supposed to support NOMIRRORBITMAP according to the documentation. I don't think it's necessary anyway. } const DCX_USESTYLE = $10000; WS_EX_LAYERED = $80000; NOMIRRORBITMAP = $80000000; ULW_ALPHA = 2; type PAnimateThreadFuncData = ^TAnimateThreadFuncData; TAnimateThreadFuncData = record SequenceID: Integer; Wnd: HWND; Time: Integer; Blending: Boolean; CurStep: Integer; DC, BmpDC: HDC; Bmp: HBITMAP; ScreenClientRect: TRect; Size: TPoint; LastPos: TPoint; Direction: TTBAnimationDirection; AnimateThreadAbort: BOOL; AnimationEnded: BOOL; StepMessagePending: BOOL; end; function AnimateThreadFunc(Parameter: Pointer): Integer; var StartTime, FrameStartTime, NextFrameStartTime: DWORD; StartStep, ElapsedTime, I: Integer; P: TPoint; begin Result := 0; StartTime := GetTickCount; FrameStartTime := StartTime; with PAnimateThreadFuncData(Parameter)^ do begin StartStep := CurStep; while not AnimateThreadAbort do begin ElapsedTime := FrameStartTime - StartTime; if (ElapsedTime < 0) or (ElapsedTime >= Time) then Break; I := StartStep + ((255 * ElapsedTime) div Time); if (I < 0) or (I >= 255) then Break; GetCursorPos(P); if (P.X <> LastPos.X) or (P.Y <> LastPos.Y) then begin if PtInRect(ScreenClientRect, P) then Break; LastPos := P; end; if I > CurStep then begin CurStep := I; if InterlockedExchange(Integer(StepMessagePending), 1) = 0 then SendNotifyMessage(Wnd, WM_TB2K_STEPANIMATION, 0, SequenceID); end; { Wait until the timer has ticked at least 10 msec } NextFrameStartTime := GetTickCount; while NextFrameStartTime - FrameStartTime < 10 do begin { We don't know the rate of the system timer, so check every 5 msec to see if it's incremented } Sleep(5); NextFrameStartTime := GetTickCount; end; FrameStartTime := NextFrameStartTime; end; AnimationEnded := True; SendNotifyMessage(Wnd, WM_TB2K_STEPANIMATION, 0, SequenceID); end; end; threadvar AnimateThreadHandle: THandle; AnimateData: TAnimateThreadFuncData; AnimationSequenceID: Integer; procedure FinalizeAnimation; begin with PAnimateThreadFuncData(@AnimateData)^ do begin if Blending then SetWindowLong(Wnd, GWL_EXSTYLE, GetWindowLong(Wnd, GWL_EXSTYLE) and not WS_EX_LAYERED) else SetWindowRgn(Wnd, 0, False); BitBlt(DC, 0, 0, Size.X, Size.Y, BmpDC, 0, 0, SRCCOPY); DeleteDC(BmpDC); DeleteObject(Bmp); ReleaseDC(Wnd, DC); SendNotifyMessage(Wnd, WM_TB2K_ANIMATIONENDED, 0, 0); end; end; procedure TBEndAnimation(const Wnd: HWND); begin if (AnimateThreadHandle <> 0) and ((Wnd = 0) or (AnimateData.Wnd = Wnd)) then begin AnimateData.AnimateThreadAbort := True; WaitForSingleObject(AnimateThreadHandle, INFINITE); CloseHandle(AnimateThreadHandle); AnimateThreadHandle := 0; FinalizeAnimation; end; end; procedure TBStartAnimation(const AWnd: HWND; const ABlend: Boolean; const ADirection: TTBAnimationDirection); var ZeroPt: TPoint; R: TRect; ThreadID: TThreadID; Blend: TBlendFunction; Rgn: HRGN; begin TBEndAnimation(0); ZeroPt.X := 0; ZeroPt.Y := 0; Inc(AnimationSequenceID); FillChar(AnimateData, SizeOf(AnimateData), 0); { Note: The pointer cast avoids GetTls calls for every field access } with PAnimateThreadFuncData(@AnimateData)^ do begin SequenceID := AnimationSequenceID; Wnd := AWnd; Blending := ABlend; Direction := ADirection; GetCursorPos(LastPos); GetClientRect(Wnd, ScreenClientRect); MapWindowPoints(Wnd, 0, ScreenClientRect, 2); GetWindowRect(Wnd, R); DC := GetDCEx(Wnd, 0, DCX_WINDOW or DCX_CACHE {or DCX_USESTYLE ?}); Size.X := R.Right - R.Left; Size.Y := R.Bottom - R.Top; Bmp := CreateCompatibleBitmap(DC, Size.X, Size.Y {or $01000000 ?}); BmpDC := CreateCompatibleDC(DC); // AnimateWindow calls SetLayout, but I'm not sure that we need to. //if Assigned(SetLayoutProc) then // SetLayoutProc(BmpDC, 0); SelectObject(BmpDC, Bmp); //SetBoundsRect(BmpDC, nil, DCB_RESET or DCB_ENABLE); SendMessage(Wnd, WM_PRINT, WPARAM(BmpDC), PRF_NONCLIENT or PRF_CLIENT or PRF_ERASEBKGND or PRF_CHILDREN); //GetBoundsRect if Blending then begin SetWindowLong(Wnd, GWL_EXSTYLE, GetWindowLong(Wnd, GWL_EXSTYLE) or WS_EX_LAYERED); Time := 175; { actually more like ~147 because CurStep starts at 40 } CurStep := 40; Longint(Blend) := 0; Blend.BlendOp := AC_SRC_OVER; Blend.SourceConstantAlpha := CurStep; UpdateLayeredWindow(Wnd, 0, @R.TopLeft, @Size, BmpDC, @ZeroPt, 0, @Blend, ULW_ALPHA); end else begin Time := 150; CurStep := 0; Rgn := CreateRectRgn(0, 0, 0, 0); if not BOOL(SetWindowRgn(Wnd, Rgn, False)) then DeleteObject(Rgn); { just in case } end; { These are the same flags AnimateWindow uses. SWP_ASYNCWINDOWPOS is needed or else it doesn't "save bits" properly. Note: SWP_ASYNCWINDOWPOS seems to have no effect on Windows 95 & NT 4.0, so bits behind the window are not saved & restored correctly. } SetWindowPos(Wnd, 0, 0, 0, 0, 0, SWP_NOSIZE or SWP_NOMOVE or SWP_NOZORDER or SWP_NOACTIVATE or SWP_SHOWWINDOW or SWP_NOREDRAW or SWP_NOOWNERZORDER or SWP_ASYNCWINDOWPOS); end; AnimateThreadHandle := BeginThread(nil, 0, AnimateThreadFunc, @AnimateData, CREATE_SUSPENDED, ThreadID); if AnimateThreadHandle = 0 then begin { just in case... } FinalizeAnimation; Exit; end; ResumeThread(AnimateThreadHandle); end; procedure TBStepAnimation(const Msg: TMessage); var Rgn: HRGN; Blend: TBlendFunction; X, Y: Integer; begin if Msg.LParam <> AnimationSequenceID then { ignore messages dangling in the queue from aborted animation sequences } Exit; with PAnimateThreadFuncData(@AnimateData)^ do begin if not AnimationEnded then begin if Blending then begin Longint(Blend) := 0; Blend.BlendOp := AC_SRC_OVER; Blend.SourceConstantAlpha := AnimateData.CurStep; UpdateLayeredWindow(Wnd, 0, nil, nil, 0, nil, 0, @Blend, ULW_ALPHA); end else begin if tbadDown in Direction then Y := MulDiv(Size.Y, AnimateData.CurStep, 255) - Size.Y else if tbadUp in Direction then Y := Size.Y - MulDiv(Size.Y, AnimateData.CurStep, 255) else Y := 0; if tbadRight in Direction then X := MulDiv(Size.X, AnimateData.CurStep, 255) - Size.X else if tbadLeft in Direction then X := Size.X - MulDiv(Size.X, AnimateData.CurStep, 255) else X := 0; Rgn := CreateRectRgn(X, Y, X + Size.X, Y + Size.Y); if not BOOL(SetWindowRgn(Wnd, Rgn, False)) then DeleteObject(Rgn); { just in case } BitBlt(DC, X, Y, Size.X, Size.Y, BmpDC, 0, 0, SRCCOPY); end; end else TBEndAnimation(Wnd); StepMessagePending := False; end; end; initialization finalization TBEndAnimation(0); end.