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如何以動畫顯示分層子視窗的點陣圖

注意

針對Windows 10上的應用程式,我們建議使用 Windows.UI.Composition API,而不是 DirectComposition。 如需詳細資訊,請參閱 使用視覺層將傳統型應用程式現代化

本主題描述如何建立及建立視覺效果的動畫,該視覺效果會使用分層子視窗的點陣圖做為視覺效果的內容。 本主題所述的範例會使用動畫縮放轉換,將子視窗的點陣圖從指紋大小「成長」到完整大小。 如需分層視窗的詳細資訊,請參閱 視窗點陣圖

您所需了解的事情

技術

必要條件

  • C/C++
  • Microsoft Win32
  • 元件物件模型 (COM)

指示

步驟 1:建立分層子視窗

使用下列步驟來建立分層子視窗。

  1. 註冊子視窗類別,並建立具有 WS_EX_LAYERED 樣式的子視窗。 在下列範例中, m_dpiX 並以 m_dpiY 每個邏輯英吋的圖元指定螢幕解析度,而且 m_hwndMain 是主應用程式視窗的控制碼。
    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. 呼叫 SetLayeredWindowAttributes 函式,以設定分層子視窗的透明度色彩索引鍵和不透明度。 下列程式碼會將透明度色彩索引鍵設定為零,並將不透明度設定為 255 (不透明) 。
    if (!SetLayeredWindowAttributes(m_hwndLayeredChild, 0, 255, LWA_ALPHA))
    {
        hr = HRESULT_FROM_WIN32(GetLastError());
    }
  1. 將某些內容轉譯至子視窗。

步驟 2:初始化 DirectComposition 物件

建立裝置物件和組合目標物件。 如需詳細資訊,請參閱 如何初始化 DirectComposition

步驟 3:建立視覺物件,並將分層子視窗的點陣圖設定為 content 屬性

使用下列步驟來建立視覺效果、設定其內容屬性以使用分層子視窗的點陣圖,然後將視覺效果新增至視覺化樹狀結構。

  1. 呼叫 IDCompositionDevice::CreateVisual 以建立視覺物件。
  2. 將子視窗的控制碼傳遞至 CreateSurfaceFromHwnd 函式,為分層子視窗建立 Microsoft DirectComposition 介面。
  3. 呼叫視覺物件的 IDCompositionVisual::SetContent 方法,將新表面設定為分層子視窗的視覺內容。
  4. 將視覺化物件新增至視覺化樹狀結構。 若要將視覺效果新增至樹狀結構的根目錄,請呼叫 IDCompositionTarget::SetRoot 方法。 若要將視覺效果新增為另一個視覺效果的子系,請使用父視覺效果的 IDCompositionVisual::AddVisual 方法。

下列範例會建立視覺化物件、設定其 Content 屬性以使用分層子視窗的點陣圖,並將視覺效果新增至視覺化樹狀結構的根目錄。

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);
}

步驟 4:建立動畫物件和縮放轉換物件

使用 IDCompositionDevice::CreateAnimation 方法來建立動畫物件,並使用 IDCompositionDevice::CreateScaleTransform 方法來建立縮放轉換物件。

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);
}

步驟 5:建置動畫函式

使用動畫物件的 IDCompositionAnimation 介面方法來建置動畫函式。

下列範例會建置一個簡單的動畫函式,其中包含一個立方多項式區段和一個結束線段。

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);

步驟 6:將動畫物件套用至縮放轉換物件的屬性

使用 IDCompositionScale::SetScaleXSetScaleY 方法,將動畫物件套用至縮放轉換物件的 ScaleX 和 ScaleY 屬性。

// 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);

步驟 7:將縮放轉換物件套用至視覺效果的轉換屬性

使用 IDCompositionVisual::SetTransform 方法,將縮放轉換物件套用至視覺效果的 Transform 屬性。

hr = pVisual->SetTransform(pScale);

步驟 8:遮蔽分層子視窗

認可動畫之前,請使用 DwmSetWindowAttribute 函式搭配 DWMWA_CLOAK 旗標來「遮蔽」分層子視窗。 Cloaking 會從檢視中移除分層子視窗,而視窗的點陣圖檢視的動畫版本會轉譯至畫面。

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

步驟 9:認可組合

使用 IDCompositionDevice::Commit 方法,將命令批次認可至 Microsoft DirectComposition 進行處理。 動畫會出現在目標視窗中。

步驟 10:取消遮蔽分層子視窗

動畫完成之後,請使用 DwmSetWindowAttribute 函式搭配 DWMWA_CLOAK 旗標來取消遮蔽分層子視窗。

步驟 11:釋放 DirectComposition 物件

當您不再需要 DirectComposition 物件時,請務必釋放所有 DirectComposition 物件。 下列範例會呼叫應用程式定義的 SafeRelease 宏,以釋放 DirectComposition 物件。

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


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

完整範例

//
// 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;
}

動畫

點陣圖物件

DirectComposition 分層子視窗範例