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            Transparent Flash Control

            Posted on 2009-12-04 17:21 S.l.e!ep.¢% 閱讀(999) 評論(0)  編輯 收藏 引用 所屬分類: VC

            Transparent Flash Control

            Posted on 2008-09-11 22:13 沒畫完的畫 閱讀(1146) 評論(2) ?編輯?收藏引用 所屬分類: Windows COM

            在網(wǎng)頁中只需要加入以下代碼

            <object?classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"?codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0"?width="600"?height="60">?
            <param?name="movie"?value="test.swf">?
            <param?name="quality"?value="high">?
            <param?name="wmode"?value="transparent">?
            <embed?src="***.swf"?quality="high"?pluginspage="http://www.macromedia.com/go/getflashplayer"?type="application/x-shockwave-flash"?width="600"?height="60"></embed>?
            </object>?
            就可以實(shí)現(xiàn) Flash 背景透明

            在VC中要實(shí)現(xiàn) Flash 背影透明播放,Google了一下找到一個(gè) Demo
            原文URL:http://www.codeproject.com/KB/COM/flashcontrol.aspx

            需要自己實(shí)現(xiàn)一個(gè)OLE容器,以前很少接觸COM,現(xiàn)在要實(shí)現(xiàn)的是一個(gè)OLE容器,先汗一下!!!!
            想到一個(gè)問題:自己實(shí)現(xiàn)一個(gè)OLE容器跟使用直接使用FlashOcx 控件有何不同?
            -- 未解決

            Part 1
            實(shí)現(xiàn)一個(gè)ActiveX對象的OLE容器需要繼承幾個(gè)接口
            IOleClientSite
            IOleInPlaceSiteWindowless
            IOleInPlaceFrame
            IStorage
            (具體做什么,需要找資料惡補(bǔ)一下~~~~ ActiveX, OLE容器……)

            在DEMO里實(shí)現(xiàn)了一個(gè)OLE容器類叫 COleContainerWnd
            template<CLASS?T>
            class?COleContainerWnd?:?virtual?public?IOleClientSite,
            ?????????????????????????virtual?public?IOleInPlaceSiteWindowless,?
            ?????????????????????????virtual?public?IOleInPlaceFrame,
            ?????????????????????????virtual?public?IStorage

            是個(gè)模板類,T是留給 ActiveX?的接口

            Part 2
            把 flash.ocx 引進(jìn)來,因?yàn)槔锩姘薋lash播放器的相關(guān)接口定義,它就是我們要放到容器里的 ActiveX 對象了
            #import?"flash.ocx"?named_guids?

            Part 3
            CFlashWnd派生類
            class?CFlashWnd:?public?COleContainerWnd<ShockwaveFlashObjects::IShockwaveFlash>,
            ???????????????????????????????? public?ShockwaveFlashObjects::_IShockwaveFlashEvents,
            ???????????????????????????????? public?ShockwaveFlashObjects::IServiceProvider
            再汗一下,CFlashWnd 是個(gè)容器,還要實(shí)現(xiàn)?public ShockwaveFlashObjects::IServiceProvider 接口作甚?

            至于要繼承 ShockwaveFlashObjects::_IShockwaveFlashEvents 接口的目的是為了接收 Flash 動(dòng)畫發(fā)過來的 fscommand()?事件,在 Flash的AS(動(dòng)作腳本)中調(diào)用 FsCommand(),就會(huì)
            觸發(fā)這個(gè)事件了
            (這是一個(gè)精通 Flash 的同學(xué)告訴我的!!)

            CFlashWnd 對象的創(chuàng)建
            g_flashWnd?=?new?CFlashWnd;
            g_flashWnd->Create(ShockwaveFlashObjects::CLSID_ShockwaveFlash,
            WS_EX_LAYERED,?WS_POPUP?|?WS_VISIBLE?|?WS_CLIPSIBLINGS,
            g_hWnd,?g_hInst);?

            Create() 函數(shù)的第一個(gè)參數(shù):Flash 播放對象的ClassID
            Create() 函數(shù)的第二個(gè)參數(shù):窗體的擴(kuò)展風(fēng)格 WS_EX_LAYERED ,據(jù)說加了這個(gè)風(fēng)格才能實(shí)現(xiàn)透明 Flash ,為啥?
            ……

            Part 4
            CFlashWnd::Create() 的內(nèi)幕
            注冊了窗口類,然后就 CreateWindows? 了

            值得注意的是

            OleCreate() 函數(shù)用來創(chuàng)建一個(gè) IOleObject 對象的實(shí)例,需要 把 Ole 容器 的?IOleClientSite?和 IStorage?作為參數(shù)傳給它
            ????hr?=?OleCreate(m_CLSID,?IID_IOleObject,?OLERENDER_DRAW,
            ????????0,?(IOleClientSite?*)this,?(IStorage?*)this,?(void?**)&m_lpO);

            不解的是,virtual?public?IOleInPlaceSiteWindowless 跟 virtual?public?IOleInPlaceFrame 不用理了?

            ????hr?=?OleSetContainedObject(m_lpO,?TRUE);

            OleSetContainedObject () 函數(shù)通知 IOleObject 對象跟它說,你已經(jīng)被嵌到 OLE 容器里了

            hr?=?m_lpO->QueryInterface(__uuidof(T),?(void?**)&m_lpControl);
            然后用 IOleObject 的 QueryInterface 獲取 IShockwaveFlash 接口(那個(gè) T, 就是 ShockwaveFlashObjects::IShockwaveFlash 了)

            ????hr?=?m_lpO->QueryInterface(IID_IViewObjectEx,?(void?**)&m_lpViewObjectEx);
            同樣的方法,也得到了 IViewObjectEx? 的接口
            IViewObjectEx 用來干嘛的??

            要?jiǎng)?chuàng)建一個(gè)無窗口的控件,OLE容器需要? IOleInPlaceObjectWindowless 接口來分派消息給對象, 因?yàn)?對象本身沒有自己所屬的窗體
            另外,IOleInPlaceObject 接口需要重出那個(gè)對象

            hr?=?m_lpO->DoVerb(OLEIVERB_SHOW,?NULL,?(IOleClientSite?*)this,?0,?NULL,?NULL);
            IOleObject::DoVerb() 用來顯示對象和將對象置為運(yùn)行的狀態(tài)

            這樣,F(xiàn)lash 播放對象就建好了.....

            Part 5.
            透明窗體的重畫

            1、創(chuàng)建窗體時(shí)加上 WS_EX_LAYERED 屬性
            2、用 CreateDIBSection() 創(chuàng)建一個(gè) 32位的DIB塊, 然后把它 Select 到 DC 里面, It will be an offscreen plain to render window contents to. (這句不知如何譯....)
            3、描繪窗體的內(nèi)容, preserving the alpha channel. (同上..)
            4、調(diào)用 UpdateLayeredWindow() 函數(shù)重畫窗體

            描繪 Flash 播放的內(nèi)容,用 OleDraw() 函數(shù), 在 IViewObject::Draw()? 中調(diào)用
            hr?=?OleDraw(lpV,?DVASPECT_TRANSPARENT,?hdcDraw,?&rTotal);?

            lpV?–?IViewObject?
            interface?of?flash?player?control?
            hdcDraw?–?offscreen?plain?
            rTotal?–?client?rectangle?of?the?container?window?

            DVASPECT_TRANSPARENT drawing aspect tells the object to draw it's content using alpha blending.

            DVASPECT_TRANSPARENT drawing aspect tells the object to draw it's content using alpha blending.

            While implementing this, I have met a serious bug in Flash Player Control 8. This bug is only in this version. Players 7 and 9 are free of it. The bug is in the way Flash Control fills the alpha channel of a 32 bit device context. If at least 1 of 255 alpha values is applied to pixel, the colors are mixed correctly, but the resulting alpha channel is set to 255, even if it was initially zero. This makes it impossible to create semitransparent windows. So I had to develop a solution to fix this bug. The solution is quite simple:

            These equations are used by Flash Player Control for alpha blending:

            R' = Rdst * (1 – alpha) + Rsrc * alpha
            G' = Gdst * (1 – alpha) + Gsrc * alpha
            B' = Bdst * (1 – alpha) + Bsrc * alpha

            If I draw the contents of Flash onto black surface I get

            R'black = Rsrc * alpha
            G'black = Gsrc * alpha
            B'black = Bsrc * alpha

            If I draw the contents of Flash onto white surface I get

            R'white = 255 * (1 – alpha) + Rsrc * alpha
            G'white = 255 * (1 – alpha) + Rsrc * alpha
            B'white = 255 * (1 – alpha) + Rsrc * alpha

            Here is the system of equations:

            R'black = Rsrc * alpha
            R'white = 255 * (1 – alpha) + Rsrc * alpha

            where alpha and Rsrc are unknown. After solving it you will get:

            (255-Alpha) = R'white – R'black

            Alpha = 255 – (R'white – R'black)

            So, the solution is found. Now, we can draw contents of flash player twice and then correct the corrupted alpha channel.

            Part 6. Events
            Flash Player 對象的事件是用IDispatch來處理的,在創(chuàng)建后得到一個(gè) IConnectionPointContainer 去獲取 DIID__IShockwaveFlashEvents 的 連接點(diǎn)(connection point)
            hr?=?m_lpControl->QueryInterface(IID_IConnectionPointContainer,
            (
            void**)&m_lpConCont);
            if?(FAILED(hr))
            return?FALSE;
            hr?
            =?m_lpConCont->FindConnectionPoint(
            ShockwaveFlashObjects::DIID__IShockwaveFlashEvents,?
            &m_lpConPoint);
            if?(FAILED(hr))
            return?FALSE;
            hr?
            =?m_lpConPoint->Advise(
            (ShockwaveFlashObjects::_IShockwaveFlashEvents
            *)this,
            &m_dwConPointID);
            if?(FAILED(hr))
            return?FALSE;

            Part 7. DirectDraw
            為了提交重畫的性能,所以使用 DirectDraw 接口
            Flash對象通過 ShockwaveFlashObjects::IServiceProvider::raw_RemoteQueryService 這個(gè)接口來訪問它
            (需要找一下 FlashObject 接口的文檔了解一下)


            (眼睛睜不開,需要先睡一會(huì)………………)






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