111 lines
3.0 KiB
C#
111 lines
3.0 KiB
C#
using System.Runtime.InteropServices;
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namespace Pilz.Updating.GUIBase;
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internal static class BaseFeatures
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{
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[DllImport("user32")]
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private static extern uint SendMessage(IntPtr hWnd, uint msg, uint wParam, uint lParam);
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private const int BCM_FIRST = 0x1600; // Normal button
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private const int BCM_SETSHIELD = BCM_FIRST + 0xC; // Elevated button
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public static void AddShieldToButton(Button b)
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{
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b.FlatStyle = FlatStyle.System;
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SendMessage(b.Handle, BCM_SETSHIELD, 0, 0xFFFFFFFFU);
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}
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// Return a bitmap containing the UAC shield.
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private static Bitmap shield_bm = null;
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public static Bitmap GetUacShieldImage()
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{
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if (shield_bm is object)
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{
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return shield_bm;
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}
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const int WID = 50;
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const int HGT = 50;
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const int MARGIN = 4;
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// Make the button. For some reason, it must
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// have text or the UAC shield won't appear.
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var btn = new Button
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{
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Text = " ",
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Size = new Size(WID, HGT)
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};
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AddShieldToButton(btn);
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// Draw the button onto a bitmap.
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var bm = new Bitmap(WID, HGT);
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btn.Refresh();
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btn.DrawToBitmap(bm, new Rectangle(0, 0, WID, HGT));
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// Find the part containing the shield.
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int min_x = WID;
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int max_x = 0;
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int min_y = HGT;
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int max_y = 0;
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// Fill on the left.
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int y = MARGIN;
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while (y < HGT - MARGIN)
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{
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// Get the leftmost pixel's color.
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var target_color = bm.GetPixel(MARGIN, y);
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// Fill in with this color as long as we see the target.
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int x = MARGIN;
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while (x < WID - MARGIN)
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{
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// See if this pixel is part of the shield.
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if (bm.GetPixel(x, y).Equals(target_color))
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{
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// It's not part of the shield.
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// Clear the pixel.
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bm.SetPixel(x, y, Color.Transparent);
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}
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else
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{
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// It's part of the shield.
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if (min_y > y)
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{
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min_y = y;
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}
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if (min_x > x)
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{
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min_x = x;
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}
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if (max_y < y)
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{
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max_y = y;
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}
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if (max_x < x)
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{
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max_x = x;
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}
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}
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x += 1;
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}
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y += 1;
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}
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// Clip out the shield part.
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int shield_wid = max_x - min_x + 1;
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int shield_hgt = max_y - min_y + 1;
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shield_bm = new Bitmap(shield_wid, shield_hgt);
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var shield_gr = Graphics.FromImage(shield_bm);
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shield_gr.DrawImage(bm, 0, 0, new Rectangle(min_x, min_y, shield_wid, shield_hgt), GraphicsUnit.Pixel);
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// Return the shield.
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return shield_bm;
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}
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} |