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Como animar o bitmap de uma janela filho em camadas

Observação

Para aplicativos em Windows 10, recomendamos usar APIs Windows.UI.Composition em vez de DirectComposition. Para obter mais informações, consulte Modernizar seu aplicativo da área de trabalho usando a camada Visual.

Este tópico descreve como criar e animar um visual que usa o bitmap de uma janela filho em camadas como o conteúdo do visual. O exemplo descrito neste tópico usa uma transformação de escala animada para "aumentar" o bitmap de uma janela filho do tamanho do polegar para o tamanho total. Para obter mais informações sobre janelas em camadas, consulte Bitmaps de janela.

O que você precisa saber

Tecnologias

Pré-requisitos

  • C/C++
  • Microsoft Win32
  • COM (Component Object Model)

Instruções

Etapa 1: Criar uma janela filho em camadas

Use as etapas a seguir para criar uma janela filho em camadas.

  1. Registre a classe de janela filho e crie uma janela filho que tenha o estilo WS_EX_LAYERED . No exemplo a seguir, m_dpiX e especifique m_dpiY a resolução de tela em pixels por polegada lógica e m_hwndMain é o identificador da janela main aplicativo.
    HWND m_hwndLayeredChild;

    
HRESULT hr = S_OK;

    WNDCLASSEXW wcex;
    wcex.cbSize         = sizeof(wcex);
    wcex.style          = 0;
    wcex.lpfnWndProc    = DemoApp::ChildWndProc;
    wcex.cbClsExtra     = 0;
    wcex.cbWndExtra     = 0;
    wcex.hInstance      = HINST_THISCOMPONENT;
    wcex.hIcon          = NULL;
    wcex.hCursor        = LoadCursor(NULL, IDC_ARROW);
    wcex.hbrBackground  = (HBRUSH) GetStockObject(GRAY_BRUSH);
    wcex.lpszMenuName   = NULL;
    wcex.lpszClassName  = L"DCompLayeredChildWindow";
    wcex.hIconSm        = NULL;

    if (!RegisterClassExW(&wcex))
    {
        return FALSE;
    }

    m_hwndLayeredChild = CreateWindowEx(WS_EX_LAYERED,
        L"DCompLayeredChildWindow",
        NULL,
        WS_CHILD | WS_CLIPSIBLINGS,
        0,
        0,
        static_cast<UINT>(ceil(640.0f * m_dpiX / 96.0f)),
        static_cast<UINT>(ceil(480.0f * m_dpiY / 96.0f)),
        m_hwndMain,
        NULL,
        HINST_THISCOMPONENT,
        this);
  1. Chame a função SetLayeredWindowAttributes para definir a chave de cor de transparência e a opacidade da janela filho em camadas. O código a seguir define a chave de cor de transparência como zero e a opacidade como 255 (opaco).
    if (!SetLayeredWindowAttributes(m_hwndLayeredChild, 0, 255, LWA_ALPHA))
    {
        hr = HRESULT_FROM_WIN32(GetLastError());
    }
  1. Renderize algum conteúdo para a janela filho.

Etapa 2: Inicializar objetos DirectComposition

Crie o objeto do dispositivo e o objeto de destino de composição. Para obter mais informações, consulte Como inicializar o DirectComposition.

Etapa 3: Criar um objeto visual e definir o bitmap da janela filho em camadas como a propriedade de conteúdo

Use as etapas a seguir para criar um visual, definir sua propriedade de conteúdo para usar o bitmap da janela filho em camadas e, em seguida, adicionar o visual à árvore visual.

  1. Chame IDCompositionDevice::CreateVisual para criar um objeto visual.
  2. Crie uma superfície do Microsoft DirectComposition para a janela filho em camadas passando o identificador da janela filho para a função CreateSurfaceFromHwnd .
  3. Chame o método IDCompositionVisual::SetContent do objeto visual para definir a nova superfície como o conteúdo visual da janela filho em camadas.
  4. Adicione o objeto visual à árvore visual. Para adicionar o visual à raiz da árvore, chame o método IDCompositionTarget::SetRoot . Para adicionar o visual como um filho de outro visual, use o método IDCompositionVisual::AddVisual do visual pai.

O exemplo a seguir cria um objeto visual, define sua propriedade Content para usar o bitmap da janela filho em camadas e adiciona o visual à raiz da árvore visual.

IDCompositionVisual *pVisual = nullptr;
IUnknown* pSurface    = nullptr;

hr = m_pDevice->CreateVisual(&pVisual);
if (SUCCEEDED(hr))
{
    hr = m_pDevice->CreateSurfaceFromHwnd(m_hwndLayeredChild, &pSurface);
}

if (SUCCEEDED(hr))
{
    hr = pVisual->SetContent(pSurface);
}

if (SUCCEEDED(hr))
{
    hr = m_pCompTarget->SetRoot(pVisual);
}

Etapa 4: Criar um objeto de animação e um objeto de transformação de escala

Use o método IDCompositionDevice::CreateAnimation para criar um objeto de animação e o método IDCompositionDevice::CreateScaleTransform para criar um objeto de transformação de escala.

IDCompositionAnimation *pAnimateScale = NULL;
IDCompositionScaleTransform *pScale = NULL;

if (SUCCEEDED(hr))
{
    hr = m_pDevice->CreateAnimation(&pAnimateScale);
}

if (SUCCEEDED(hr))
{
    // Create the scale transform object.
    hr = m_pDevice->CreateScaleTransform(&pScale);
}

Etapa 5: Criar a função de animação

Use os métodos da interface IDCompositionAnimation do objeto de animação para criar uma função de animação.

O exemplo a seguir cria uma função de animação simples que consiste em um segmento polinomial cúbico e um segmento final.

pAnimateScale->AddCubic(
    0.0f,  // offset from beginning of animation function, in seconds
    0.0f,  // constant coefficient  
    1.0f,  // linear coefficient
    0.0f,  // quadratic coefficient
    0.0f); // cubic coefficient
pAnimateScale->End(1.0f, 1.0f);

Etapa 6: Aplicar o objeto de animação às propriedades do objeto de transformação de escala

Use os métodos IDCompositionScale::SetScaleX e SetScaleY para aplicar o objeto de animação às propriedades ScaleX e ScaleY do objeto de transformação de escala.

// Find the center of the child window.
RECT rcChild = { };
GetClientRect(m_hwndLayeredChild, &rcChild);
float centerX = rcChild.right / 2.0f;
float centerY = rcChild.bottom / 2.0f;

// Scale from the center point of the child window's bitmap.
pScale->SetCenterX(centerX);
pScale->SetCenterY(centerY);

// Use the same animation object to animate the X and Y scale
// factors.
pScale->SetScaleX(pAnimateScale);
pScale->SetScaleY(pAnimateScale);

Etapa 7: Aplicar o objeto de transformação de escala à propriedade de transformação do visual

Use o método IDCompositionVisual::SetTransform para aplicar o objeto de transformação de escala à propriedade Transform do visual.

hr = pVisual->SetTransform(pScale);

Etapa 8: Camuflar a janela filho em camadas

Antes de confirmar a animação, use a função DwmSetWindowAttribute com o sinalizador DWMWA_CLOAK para "camuflar" a janela filho em camadas. O camuflagem remove a janela filho em camadas da exibição enquanto a versão animada do modo de exibição de bitmap da janela está sendo renderizada na tela.

BOOL fCloak = TRUE;
DwmSetWindowAttribute(pDemoApp->m_hwndLayeredChild,
    DWMWA_CLOAK,
    &fCloak,
    sizeof(fCloak));

Etapa 9: Confirmar a composição

Use o método IDCompositionDevice::Commit para confirmar o lote de comandos no Microsoft DirectComposition para processamento. A animação será exibida na janela de destino.

Etapa 10: Descomprupar a janela filho em camadas

Depois que a animação for concluída, use a função DwmSetWindowAttribute com o sinalizador DWMWA_CLOAK para remover a janela filho em camadas.

Etapa 11: Liberar objetos DirectComposition

Certifique-se de liberar todos os objetos DirectComposition quando você não precisar mais deles. O exemplo a seguir chama a macro SafeRelease definida pelo aplicativo para liberar os objetos DirectComposition.

SafeRelease(&pVisual);
SafeRelease(&pAnimateScale);
SafeRelease(&pScale);


SafeRelease(&m_pDevice);
SafeRelease(&m_pCompTarget);

Exemplo completo

//
// AnimateLayeredChildWindow.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved

#pragma once
// Modify the following definitions if you need to target a platform prior to the ones specified below.
#ifndef WINVER              // Allow use of features specific to Windows 7 or later.
#define WINVER 0x0700       // Change this to the appropriate value to target other versions of Windows.
#endif

#ifndef _WIN32_WINNT        // Allow use of features specific to Windows 7 or later.
#define _WIN32_WINNT 0x0700 // Change this to the appropriate value to target other versions of Windows.
#endif

#ifndef UNICODE
#define UNICODE
#endif

#define WIN32_LEAN_AND_MEAN     // Exclude rarely-used items from Windows headers

// Windows Header Files:
#include <windows.h>
#include <wincodec.h>

// C RunTime Header Files
#include <math.h>

// DirectComposition Header File
#include <dcomp.h>

// Direct2D Header Files
#include <d2d1.h>
#include <d2d1helper.h>

// Desktop Window Manager (DWM) Header File
#include <dwmapi.h>


/******************************************************************
*                                                                 *
*  Macros                                                         *
*                                                                 *
******************************************************************/
template<class Interface>
inline void
SafeRelease(
    Interface **ppInterfaceToRelease
    )
{
    if (*ppInterfaceToRelease != NULL)
    {
        (*ppInterfaceToRelease)->Release();

        (*ppInterfaceToRelease) = NULL;
    }
}

#ifndef HINST_THISCOMPONENT
EXTERN_C IMAGE_DOS_HEADER __ImageBase;
#define HINST_THISCOMPONENT ((HINSTANCE)&__ImageBase)
#endif

/******************************************************************
*                                                                 *
*  DemoApp                                                        *
*                                                                 *
******************************************************************/

class DemoApp
{
public:
    DemoApp();
    ~DemoApp();

    HRESULT InitializeMainWindow();
    HRESULT InitializeLayeredChildWindow();

    void RunMessageLoop();

private:
    HRESULT InitializeDirectCompositionObjects();

    HRESULT CreateDeviceIndependentResources();
    HRESULT CreateDeviceResources();
    void DiscardDeviceResources();

    HRESULT OnChildClick();
    HRESULT OnChildRender();

    HRESULT LoadResourceD2DBitmap(
        ID2D1RenderTarget *pRenderTarget,
        IWICImagingFactory *pIWICFactory,
        PCWSTR resourceName,
        PCWSTR resourceType,
        ID2D1Bitmap **ppBitmap
        );

    static LRESULT CALLBACK MainWndProc(
        HWND hWnd,
        UINT message,
        WPARAM wParam,
        LPARAM lParam
        );

    static LRESULT CALLBACK ChildWndProc(
        HWND hWnd,
        UINT message,
        WPARAM wParam,
        LPARAM lParam
        );
    
 private:
    int m_dpiX;
    int m_dpiY;
    int m_childOffsetX;
    int m_childOffsetY;

    HWND m_hwndMain;
    HWND m_hwndLayeredChild;

    IDCompositionDevice *m_pDevice;
    IDCompositionTarget *m_pCompTarget;
    ID2D1HwndRenderTarget *m_pRenderTarget;
    ID2D1Factory *m_pD2DFactory;
    ID2D1Bitmap *m_pBitmap;
    IWICImagingFactory *m_pWICFactory;

 };


//
// AnimateLayeredChildWindow.cpp
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved

// Instructions: Click the thumnail image to animate the transition
//   of the child window from thumbsize to fullsize. Click the child
//   window again to reset.

#include "AnimateLayeredChildWindow.h"

#define TIMER_ID 100

/******************************************************************
*                                                                 *
*  The application entry point.                                   *
*                                                                 *
******************************************************************/

int WINAPI WinMain(
    HINSTANCE   /* hInstance */,
    HINSTANCE   /* hPrevInstance */,
    LPSTR       /* lpCmdLine */,
    int         /* nCmdShow */
    )
{
    // Ignore the return value because we want to run the program even in the
    // unlikely event that HeapSetInformation fails.
    HeapSetInformation(NULL, HeapEnableTerminationOnCorruption, NULL, 0);
    if (SUCCEEDED(CoInitialize(NULL)))
    {
        {
            DemoApp app;

            if (SUCCEEDED(app.InitializeMainWindow()) && SUCCEEDED(app.InitializeLayeredChildWindow()))
            {
                app.RunMessageLoop();
            }
        }
        CoUninitialize();
    }

    return 0;
}

/******************************************************************
*                                                                 *
*  DemoApp::DemoApp constructor                                   *
*                                                                 *
*  Initialize member data.                                        *
*                                                                 *
******************************************************************/

DemoApp::DemoApp() :
    m_dpiX(0),
    m_dpiY(0),
    m_childOffsetX(20),
    m_childOffsetY(40),
    m_hwndMain(NULL),
    m_hwndLayeredChild(NULL),
    m_pDevice(NULL),
    m_pCompTarget(NULL),
    m_pRenderTarget(NULL),
    m_pBitmap(NULL),
    m_pD2DFactory(NULL),
    m_pWICFactory(NULL)
{
}

/******************************************************************
*                                                                 *
*  Release resources.                                             *
*                                                                 *
******************************************************************/

DemoApp::~DemoApp()
{
    SafeRelease(&m_pDevice);
    SafeRelease(&m_pCompTarget);
    SafeRelease(&m_pRenderTarget);
    SafeRelease(&m_pBitmap),
    SafeRelease(&m_pD2DFactory);
    SafeRelease(&m_pWICFactory);
}

/*******************************************************************
*                                                                  *
*  Create the application window.                                  *
*                                                                  *
*******************************************************************/

HRESULT DemoApp::InitializeMainWindow()
{
    HRESULT hr = S_OK;

    // Initialize device-independent resources, such 
    // as the Direct2D factory.
    hr = CreateDeviceIndependentResources();
    if (SUCCEEDED(hr))
    {
        // Register the main window class.
        WNDCLASSEX wcex = { sizeof(WNDCLASSEX) };
        wcex.style         = 0;
        wcex.lpfnWndProc   = DemoApp::MainWndProc;
        wcex.cbClsExtra    = 0;
        wcex.cbWndExtra    = sizeof(LONG_PTR);
        wcex.hInstance     = HINST_THISCOMPONENT;
        wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
        wcex.lpszMenuName  = NULL;
        wcex.hCursor       = LoadCursor(NULL, IDC_ARROW);
        wcex.lpszClassName = L"DirectCompDemoApp";

        RegisterClassEx(&wcex);

        RECT rect = { };
        SetRect(&rect, 0, 0, 640, 480);
        AdjustWindowRect(&rect, WS_OVERLAPPED | WS_SYSMENU, FALSE); 

        // Create the main application window.
        //

        // Because the CreateWindow function takes its size in pixels, we
        // obtain the system DPI and use it to scale the window size.
        HDC hdc = GetDC(NULL);
        if (hdc)
        {
            m_dpiX = GetDeviceCaps(hdc, LOGPIXELSX);
            m_dpiY = GetDeviceCaps(hdc, LOGPIXELSY);
            ReleaseDC(NULL, hdc);
        }

        float width = static_cast<float>(rect.right - rect.left);
        float height = static_cast<float>(rect.bottom - rect.top);

        m_hwndMain = CreateWindow(
            L"DirectCompDemoApp",
            L"DirectComposition Demo Application",
            WS_OVERLAPPED | WS_SYSMENU,
            CW_USEDEFAULT,
            CW_USEDEFAULT,
            static_cast<UINT>(ceil(width * m_dpiX / 96.f)),
            static_cast<UINT>(ceil(height * m_dpiY / 96.f)),
            NULL,
            NULL,
            HINST_THISCOMPONENT,
            this
            );
    }

    hr = m_hwndMain ? S_OK : E_FAIL;
    if (SUCCEEDED(hr))
    {
        // Create and initialize the DirectCompositoin objects.
        hr =  InitializeDirectCompositionObjects();
    }

    if (SUCCEEDED(hr))
    {
        ShowWindow(m_hwndMain, SW_SHOWNORMAL);
        UpdateWindow(m_hwndMain);
    }
  
    return hr;
}

/*******************************************************************
*                                                                  *
* Create the layered child window.                                 *
*                                                                  *
/******************************************************************/

HRESULT DemoApp::InitializeLayeredChildWindow()
{
    int thumbWidth = 48;
    int thumbHeight = 32;

    HRESULT hr = S_OK;

    WNDCLASSEXW wcex;
    wcex.cbSize         = sizeof(wcex);
    wcex.style          = 0;
    wcex.lpfnWndProc    = DemoApp::ChildWndProc;
    wcex.cbClsExtra     = 0;
    wcex.cbWndExtra     = 0;
    wcex.hInstance      = HINST_THISCOMPONENT;
    wcex.hIcon          = NULL;
    wcex.hCursor        = LoadCursor(NULL, IDC_ARROW);
    wcex.hbrBackground  = (HBRUSH) GetStockObject (GRAY_BRUSH);
    wcex.lpszMenuName   = NULL;
    wcex.lpszClassName  = L"DCompLayeredChildWindow";
    wcex.hIconSm        = NULL;
    
    if (!RegisterClassExW(&wcex))
    {
        return FALSE;
    }

    m_hwndLayeredChild = CreateWindowEx(WS_EX_LAYERED,
        L"DCompLayeredChildWindow",
        NULL,
        WS_CHILD | WS_CLIPSIBLINGS,
        0,
        0,
        static_cast<UINT>(ceil(640.0f * m_dpiX / 96.0f)),
        static_cast<UINT>(ceil(480.0f * m_dpiY / 96.0f)),
        m_hwndMain,
        NULL,
        HINST_THISCOMPONENT,
        this);

    hr = m_hwndLayeredChild ? S_OK : E_FAIL;
    if (SUCCEEDED(hr))
    {
        // Set the opacity and transparency color key of the layered 
        // child window.
        if (!SetLayeredWindowAttributes(m_hwndLayeredChild, 0, 255, LWA_ALPHA))
        {
            hr = HRESULT_FROM_WIN32(GetLastError());
        }
    }

    if (SUCCEEDED(hr))
    {
        // While the child window is fullsize, load the bitmap resource and
        // render it to the child window.  
        hr = CreateDeviceResources(); 
    }
    
    if (SUCCEEDED(hr))
    {
        // Reduce the window to thumbsize.
        MoveWindow(m_hwndLayeredChild, m_childOffsetX, m_childOffsetY, 
            thumbWidth, thumbHeight, TRUE);
        ShowWindow(m_hwndLayeredChild, SW_SHOWNORMAL);
        UpdateWindow(m_hwndLayeredChild);
    }

    return hr;
}

/******************************************************************
*                                                                 *
*  This method creates the DirectComposition device object and    *
*  and the composition target object. These objects endure for    *
*  the lifetime of the application.                               *
*                                                                 *
******************************************************************/

HRESULT DemoApp::InitializeDirectCompositionObjects()
{
    HRESULT hr = S_OK;

    // Create a DirectComposition device object. 
    hr = DCompositionCreateDevice(nullptr, __uuidof(IDCompositionDevice), 
        reinterpret_cast<void**>(&m_pDevice));

    if (SUCCEEDED(hr))
    {
        // Create the composition target object.
        hr = m_pDevice->CreateTargetForHwnd(m_hwndMain, TRUE, &m_pCompTarget);   
    }

    return hr;
}


/******************************************************************
*                                                                 *
*  This method is used to create resources which are not bound    *
*  to any device. Their lifetime effectively extends for the      *
*  duration of the app.                                           *
*                                                                 *
******************************************************************/

HRESULT DemoApp::CreateDeviceIndependentResources()
{
    HRESULT hr = CoCreateInstance(
        CLSID_WICImagingFactory,
        NULL,
        CLSCTX_INPROC_SERVER,
        IID_PPV_ARGS(&m_pWICFactory)
        );

    if (SUCCEEDED(hr))
    {
        // Create a Direct2D factory.
        hr = D2D1CreateFactory(
            D2D1_FACTORY_TYPE_SINGLE_THREADED,
            &m_pD2DFactory
            );
    }

    return hr;
}

/******************************************************************
*                                                                 *
*  This method creates the D2D bitmap that the application gives  *
*  to DirectComposition to be composed.                           *
*                                                                 *
******************************************************************/

HRESULT DemoApp::CreateDeviceResources()
{
    HRESULT hr = S_OK;

    RECT rc;
    GetClientRect(m_hwndLayeredChild, &rc);

    D2D1_SIZE_U size = D2D1::SizeU(
        rc.right - rc.left,
        rc.bottom - rc.top
        );

    // Create a Direct2D render target.
    hr = m_pD2DFactory->CreateHwndRenderTarget(
        D2D1::RenderTargetProperties(),
        D2D1::HwndRenderTargetProperties(m_hwndLayeredChild, size),
        &m_pRenderTarget
        );

    if (SUCCEEDED(hr))
    {
        hr = LoadResourceD2DBitmap(
            m_pRenderTarget,
            m_pWICFactory,
            L"WhiteFlowers",
            L"Image",
            &m_pBitmap
            );
    }

    return hr;
}

/******************************************************************
*                                                                 *
*  Discard device-specific resources.                             *
*                                                                 *
******************************************************************/

void DemoApp::DiscardDeviceResources()
{
    SafeRelease(&m_pRenderTarget);
    SafeRelease(&m_pBitmap);
}

/******************************************************************
*                                                                 *
*  The main window&#39;s message loop.                                *
*                                                                 *
******************************************************************/

void DemoApp::RunMessageLoop()
{
    MSG msg;

    while (GetMessage(&msg, NULL, 0, 0))
    {
        TranslateMessage(&msg);
        DispatchMessage(&msg);
    }
}

/******************************************************************
*                                                                 *
*  The main window&#39;s message handler.                             *
*                                                                 *
******************************************************************/

LRESULT CALLBACK DemoApp::MainWndProc(HWND hwnd, UINT message, 
    WPARAM wParam, LPARAM lParam)
{
    LRESULT result = 0;

    if (message == WM_CREATE)
    {
        LPCREATESTRUCT pcs = (LPCREATESTRUCT)lParam;
        DemoApp *pDemoApp = (DemoApp *)pcs->lpCreateParams;

        ::SetWindowLongPtrW(
            hwnd,
            GWLP_USERDATA,
            PtrToUlong(pDemoApp)
            );

        result = 1;
    }
    else
    {
        DemoApp *pDemoApp = reinterpret_cast<DemoApp *>(static_cast<LONG_PTR>(
            ::GetWindowLongPtrW(
                hwnd,
                GWLP_USERDATA
                )));

        bool wasHandled = false;

        if (pDemoApp)
        {
            switch (message)
            {
 
            case WM_DISPLAYCHANGE:
                {
                    InvalidateRect(hwnd, NULL, FALSE);
                }
                wasHandled = true;
                result = 0;
                break;

            case WM_DESTROY:
                {
                    PostQuitMessage(0);
                    pDemoApp->DiscardDeviceResources();
                }
                wasHandled = true;
                result = 1;
                break;
            }
        }

        if (!wasHandled)
        {
            result = DefWindowProc(hwnd, message, wParam, lParam);
        }
    }

    return result;
}

/******************************************************************
*                                                                 *
*  The layered child window&#39;s message handler.                    *
*                                                                 *
******************************************************************/

LRESULT CALLBACK DemoApp::ChildWndProc(HWND hwnd, UINT message, 
    WPARAM wParam, LPARAM lParam)
{
    LRESULT result = 0;

    if (message == WM_CREATE)
    {
        LPCREATESTRUCT pcs = (LPCREATESTRUCT)lParam;
        DemoApp *pDemoApp = (DemoApp *)pcs->lpCreateParams;

        ::SetWindowLongPtrW(
            hwnd,
            GWLP_USERDATA,
            PtrToUlong(pDemoApp)
            );

        result = 1;
    }
    else
    {
        DemoApp *pDemoApp = reinterpret_cast<DemoApp *>(static_cast<LONG_PTR>(
            ::GetWindowLongPtrW(
                hwnd,
                GWLP_USERDATA
                )));

        bool wasHandled = false;

        if (pDemoApp)
        {
            switch (message)
            {
            case WM_PAINT:
                {
                    pDemoApp->OnChildRender();
                    ValidateRect(hwnd, NULL);
                }
                wasHandled = true;
                result = 0;
                break;

            case WM_LBUTTONDOWN:
                {
                    HRESULT hr = S_OK;
                    static BOOL fThumbsize = TRUE;

                    // If the child window is already fullsize, reset
                    // the visual tree and return the child window
                    // to thumbsize and move it to its initial location.
                    if (!fThumbsize)
                    {
                        pDemoApp->m_pCompTarget->SetRoot(NULL);
                        hr = pDemoApp->m_pDevice->Commit();  

                        MoveWindow(pDemoApp->m_hwndLayeredChild, 
                            pDemoApp->m_childOffsetX, 
                            pDemoApp->m_childOffsetY, 48, 32, TRUE);

                        pDemoApp->OnChildRender();
                    }   
                    else
                    {
                        // Cloak the child window.
                        BOOL fCloak = TRUE;
                        DwmSetWindowAttribute(pDemoApp->m_hwndLayeredChild,
                            DWMWA_CLOAK,
                            &fCloak,
                            sizeof(fCloak));

                        pDemoApp->OnChildClick();
                    }                    
                    fThumbsize = !fThumbsize;
                }
                wasHandled = true;
                result = 0;
                break;

            case WM_TIMER:
                {
                    // Uncloak the child window.
                    BOOL fCloak = FALSE;
                    DwmSetWindowAttribute(pDemoApp->m_hwndLayeredChild,
                        DWMWA_CLOAK,
                        &fCloak,
                        sizeof(fCloak)); 
                    KillTimer(pDemoApp->m_hwndLayeredChild, TIMER_ID);
                }
                wasHandled = true;
                result = 0;
                break;
            }
        }

        if (!wasHandled)
        {
            result = DefWindowProc(hwnd, message, wParam, lParam);
        }
    }

    return result;
}


/******************************************************************
*                                                                 *
*  Draws a bitmap in the layered child window.                    *
*                                                                 *
******************************************************************/

HRESULT DemoApp::OnChildRender()
{
    HRESULT hr = S_OK;
 
    // Retrieve the size of the render target.
    D2D1_SIZE_F size = m_pRenderTarget->GetSize();
    
    m_pRenderTarget->BeginDraw();
    
    // Draw a bitmap scaled to fill the window.
    m_pRenderTarget->DrawBitmap(
        m_pBitmap,
        D2D1::RectF(0.0f, 0.0f, size.width, size.height)
        );

    hr = m_pRenderTarget->EndDraw();

    if (hr == D2DERR_RECREATE_TARGET)
    {
        hr = S_OK;
        DiscardDeviceResources();
    }

    return hr;
}

/******************************************************************
*                                                                 *
*  Handles a mouse click in the layered child window by animating *
*  the transition from a thumbsize window to a fullsize window.   *
*                                                                 *
******************************************************************/

HRESULT DemoApp::OnChildClick()
{
    int fullWidth = 640;
    int fullHeight = 480;
    HRESULT hr = S_OK;

    IDCompositionVisual *pVisual = nullptr;
    IUnknown* pSurface    = nullptr;

    hr = m_pDevice->CreateVisual(&pVisual);
    if (SUCCEEDED(hr))
    {
        hr = m_pDevice->CreateSurfaceFromHwnd(m_hwndLayeredChild, &pSurface);
    }

    if (SUCCEEDED(hr))
    {
        hr = pVisual->SetContent(pSurface);
    }

    if (SUCCEEDED(hr))
    {
        hr = m_pCompTarget->SetRoot(pVisual);
    }

    if (SUCCEEDED(hr))
    {
       // Position the visual at the same location as the
       // the child window.
        hr = pVisual->SetOffsetX(static_cast<float>(m_childOffsetX));
        if (SUCCEEDED(hr))
        {
            hr = pVisual->SetOffsetY(static_cast<float>(m_childOffsetY));  
        }
    }


    IDCompositionAnimation *pAnimateX = NULL;
    IDCompositionAnimation *pAnimateY = NULL;

    if (SUCCEEDED(hr))
    {
        // Create the animation objects.
        hr = m_pDevice->CreateAnimation(&pAnimateX);
        if (SUCCEEDED(hr))
        {
            hr = m_pDevice->CreateAnimation(&pAnimateY);
        }
    }

    IDCompositionAnimation *pAnimateScale = NULL;
    IDCompositionScaleTransform *pScale = NULL;

    if (SUCCEEDED(hr))
    {
        hr = m_pDevice->CreateAnimation(&pAnimateScale);
    }

    if (SUCCEEDED(hr))
    {
        // Create the scale transform object.
        hr = m_pDevice->CreateScaleTransform(&pScale);
    }

    if (SUCCEEDED(hr))
    {
        // Calculate the X and Y offsets that will position the child window 
        // in the center of the main window&#39;s client area.
        RECT rcParent = { };
        RECT rcChild = { };
        GetClientRect(m_hwndMain, &rcParent);
        GetClientRect(m_hwndLayeredChild, &rcChild);
        float endValX = rcParent.right / 2.0f - rcChild.right / 2.0f;
        float endValY = rcParent.bottom / 2.0f - rcChild.bottom / 2.0f;
 
        // Build the animation functions that will move the visual to the 
        // center of the main window&#39;s client area.
        pAnimateX->AddCubic(0.0f, static_cast<float>(m_childOffsetX), 
            endValX - m_childOffsetX, 0.0f, 0.0f);
        pAnimateX->End(0.9f, endValX);

        pAnimateY->AddCubic(0.0f, static_cast<float>(m_childOffsetY), 
            endValY - m_childOffsetY, 0.0f, 0.0f);
        pAnimateY->End(0.9f, endValY);

        // Associate the animation objects with the offset properties of 
        // the visual.
        hr = pVisual->SetOffsetX(pAnimateX);
        if (SUCCEEDED(hr))
        {
            hr = pVisual->SetOffsetY(pAnimateY);
        }
    }

    if (SUCCEEDED(hr))
    {
        // Commit the visual tree.
        hr = m_pDevice->Commit();  

        // Give the animation a chance to run.
        Sleep(900);
    }

    if (SUCCEEDED(hr))
    {
        // Align the visual with the upper-left corner of the
        // parent window&#39;s client area.
        pVisual->SetOffsetX(0.0);
        pVisual->SetOffsetY(0.0);

        // Enlarge the child window to fill the main window.
        if (!MoveWindow(m_hwndLayeredChild, 0, 0, fullWidth, fullHeight, TRUE))
        {
            hr = HRESULT_FROM_WIN32(GetLastError());
        }
    }

    if (SUCCEEDED(hr))
    {
        // Add animation primitives that define the animation object function 
        // used to scale up the child window&#39;s bitmap.
        pAnimateScale->AddCubic(
            0.0f,  // offset from beginning of animation function, in seconds
            0.0f,  // constant coefficient  
            1.0f,  // linear coefficient
            0.0f,  // quadratic coefficient
            0.0f); // cubic coefficient
        pAnimateScale->End(1.0f, 1.0f);

        // Find the center of the child window.
        RECT rcChild = { };
        GetClientRect(m_hwndLayeredChild, &rcChild);
        float centerX = rcChild.right / 2.0f;
        float centerY = rcChild.bottom / 2.0f;

        // Scale from the center point of the child window&#39;s bitmap.
        pScale->SetCenterX(centerX);
        pScale->SetCenterY(centerY);

        // Use the same animation object to animate the X and Y scale
        // factors.
        pScale->SetScaleX(pAnimateScale);
        pScale->SetScaleY(pAnimateScale);

        // Set the Transform property of the visual to use the scale 
        // transform.
        hr = pVisual->SetTransform(pScale);
    }
    
    if (SUCCEEDED(hr))
    {   // Commit the visual tree.
        hr = m_pDevice->Commit();  

        // Use a WM_TIMER message in the child window procedure 
        // to uncloak the child window. 
        SetTimer(m_hwndLayeredChild, TIMER_ID, 1000, NULL);
    }

    SafeRelease(&pAnimateX);
    SafeRelease(&pAnimateY);
    SafeRelease(&pVisual);
    SafeRelease(&pAnimateScale);
    SafeRelease(&pScale);
    
    return hr;
}


/******************************************************************
*                                                                 *
*  This method will create a Direct2D bitmap from an application  *
*  resource.                                                      *
*                                                                 *
******************************************************************/

HRESULT DemoApp::LoadResourceD2DBitmap(
    ID2D1RenderTarget *pRenderTarget,
    IWICImagingFactory *pIWICFactory,
    PCWSTR resourceName,
    PCWSTR resourceType,
    ID2D1Bitmap **ppBitmap
    )
{
    HRESULT hr = S_OK;
    IWICBitmapDecoder *pDecoder = NULL;
    IWICBitmapFrameDecode *pSource = NULL;
    IWICStream *pStream = NULL;
    IWICFormatConverter *pConverter = NULL;

    HRSRC imageResHandle = NULL;
    HGLOBAL imageResDataHandle = NULL;
    void *pImageFile = NULL;
    DWORD imageFileSize = 0;

    // Locate the resource.
    imageResHandle = FindResourceW(HINST_THISCOMPONENT, resourceName, resourceType);

    hr = imageResHandle ? S_OK : E_FAIL;
    if (SUCCEEDED(hr))
    {
        // Load the resource.
        imageResDataHandle = LoadResource(HINST_THISCOMPONENT, imageResHandle);

        hr = imageResDataHandle ? S_OK : E_FAIL;
    }

    if (SUCCEEDED(hr))
    {
        // Lock it to get a system memory pointer.
        pImageFile = LockResource(imageResDataHandle);

        hr = pImageFile ? S_OK : E_FAIL;
    }

    if (SUCCEEDED(hr))
    {
        // Calculate the size.
        imageFileSize = SizeofResource(HINST_THISCOMPONENT, imageResHandle);

        hr = imageFileSize ? S_OK : E_FAIL;
    }

    if (SUCCEEDED(hr))
    {
        // Create a WIC stream to map onto the memory.
        hr = pIWICFactory->CreateStream(&pStream);
    }

    if (SUCCEEDED(hr))
    {
        // Initialize the stream with the memory pointer and size.
        hr = pStream->InitializeFromMemory(
            reinterpret_cast<BYTE*>(pImageFile),
            imageFileSize
            );
    }

    if (SUCCEEDED(hr))
    {
        // Create a decoder for the stream.
        hr = pIWICFactory->CreateDecoderFromStream(
            pStream,
            NULL,
            WICDecodeMetadataCacheOnLoad,
            &pDecoder
            );
    }

    if (SUCCEEDED(hr))
    {
        // Create the initial frame.
        hr = pDecoder->GetFrame(0, &pSource);
    }

    if (SUCCEEDED(hr))
    {
        // Convert the image format to 32bppPBGRA
        // (DXGI_FORMAT_B8G8R8A8_UNORM + D2D1_ALPHA_MODE_PREMULTIPLIED).
        hr = pIWICFactory->CreateFormatConverter(&pConverter);
    }

    if (SUCCEEDED(hr))
    {
        hr = pConverter->Initialize(
            pSource,
            GUID_WICPixelFormat32bppPBGRA,
            WICBitmapDitherTypeNone,
            NULL,
            0.f,
            WICBitmapPaletteTypeMedianCut
            );
    }

    if (SUCCEEDED(hr))
    {
        // Create a Direct2D bitmap from the WIC bitmap.
        hr = pRenderTarget->CreateBitmapFromWicBitmap(
            pConverter,
            NULL,
            ppBitmap
            );
    }

    SafeRelease(&pDecoder);
    SafeRelease(&pSource);
    SafeRelease(&pStream);
    SafeRelease(&pConverter);

    return hr;
}

Animação

Objetos Bitmap

Exemplo de janela filho em camadas do DirectComposition