private void AdjustPositionByAnchor() { Win32.Point windowPos = _dockAnchor.GetWindowPosition(); if (this.Top != windowPos.y) { this.Top = windowPos.y; } if (this.Left != windowPos.x) { this.Left = windowPos.x; } }
internal void SetAnchorPosition(int anchorX, int anchorY) { _dockAnchor.SetPosition(anchorX, anchorY); Win32.Point windowPos = _dockAnchor.GetWindowPosition(); if (this.Top != windowPos.y) { this.Top = windowPos.y; } if (this.Left != windowPos.x) { this.Left = windowPos.x; } }
/// <para>Changes the current bitmap with a custom opacity level. Here is where all happens!</para> public void SetBitmap(Bitmap bitmap, byte opacity) { if (bitmap.PixelFormat != PixelFormat.Format32bppArgb) { throw new ApplicationException("The bitmap must be 32ppp with alpha-channel."); } if (this.IsDisposed) { return; } // The idea of this is very simple, // 1. Create a compatible DC with screen; // 2. Select the bitmap with 32bpp with alpha-channel in the compatible DC; // 3. Call the UpdateLayeredWindow. IntPtr screenDc = Win32.GetDC(IntPtr.Zero); IntPtr memDc = Win32.CreateCompatibleDC(screenDc); IntPtr hBitmap = IntPtr.Zero; IntPtr oldBitmap = IntPtr.Zero; try { hBitmap = bitmap.GetHbitmap(Color.FromArgb(0)); // grab a GDI handle from this GDI+ bitmap oldBitmap = Win32.SelectObject(memDc, hBitmap); Win32.Size size = new Win32.Size(bitmap.Width, bitmap.Height); Win32.Point pointSource = new Win32.Point(0, 0); Win32.Point topPos = new Win32.Point(Left, Top); Win32.BLENDFUNCTION blend = new Win32.BLENDFUNCTION(); blend.BlendOp = Win32.AC_SRC_OVER; blend.BlendFlags = 0; blend.SourceConstantAlpha = opacity; blend.AlphaFormat = Win32.AC_SRC_ALPHA; Win32.UpdateLayeredWindow(Handle, screenDc, ref topPos, ref size, memDc, ref pointSource, 0, ref blend, Win32.ULW_ALPHA); } finally { Win32.ReleaseDC(IntPtr.Zero, screenDc); if (hBitmap != IntPtr.Zero) { Win32.SelectObject(memDc, oldBitmap); //Windows.DeleteObject(hBitmap); // The documentation says that we have to use the Windows.DeleteObject... but since there is no such method I use the normal DeleteObject from Win32 GDI and it's working fine without any resource leak. Win32.DeleteObject(hBitmap); } Win32.DeleteDC(memDc); } }
internal void Initialize(DockAnchor.Type type, double dx, double dy) { _anchorType = type; _anchorDx = 0.5 /*dx*/; _anchorDy = 0.5 /*dy*/; if ((_anchorType & DockAnchor.Type.Left) != 0) { _anchorDx = 0; } else if ((_anchorType & DockAnchor.Type.Right) != 0) { _anchorDx = 1; } else { _anchorDx = 0.5; } if ((_anchorType & DockAnchor.Type.Top) != 0) { _anchorDy = 0; } else if ((_anchorType & DockAnchor.Type.Bottom) != 0) { _anchorDy = 1; } else { _anchorDy = 0.5; } Win32.Point anchorPos = CalculatePositionFromWindow(); _anchorX = anchorPos.x; _anchorY = anchorPos.y; }