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0eecf78205
Fix include paths casing. svn path=/trunk/; revision=54695
637 lines
17 KiB
C
637 lines
17 KiB
C
/*
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* Star field screensaver
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*
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* Copyright 2011 Carlo Bramini
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <tchar.h>
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#include <scrnsave.h>
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#include <stdlib.h>
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#include <time.h>
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#include <math.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "resource.h"
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#include "settings.h"
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#define FAR_PLANE -80.0f
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#define NEAR_PLANE 3.0f
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#define GAP 0.0f
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#define FIELD_WIDTH 50.f
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#define FIELD_HEIGHT 45.f
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#define FIELD_DEPTH (NEAR_PLANE - FAR_PLANE + GAP)
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#define STAR_RED 0.f
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#define STAR_GREEN 0.f
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#define STAR_BLUE 0.10f
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#define STAR_TAIL 0.9f
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typedef struct {
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float x1;
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float y1;
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float x2;
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float y2;
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float z;
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} VERTEX;
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static VERTEX Vertex[MAX_STARS];
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static HGLRC hRC; // Permanent Rendering Context
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static HDC hDC; // Private GDI Device Context
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static float fAngle;
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static GLuint glStarTex;
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// Light position
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static GLfloat g_light_position[4] = {
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0.0f, 0.0f, 3.0f, 1.0f
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};
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static PIXELFORMATDESCRIPTOR pfd= // Pixel Format Descriptor
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{
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sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
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1, // Version Number (?)
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PFD_DRAW_TO_WINDOW | // Format Must Support Window
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PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
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PFD_DOUBLEBUFFER, // Must Support Double Buffering
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PFD_TYPE_RGBA, // Request An RGBA Format
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16, // Select A 16Bit Color Depth
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0, 0, 0, 0, 0, 0, // Color Bits Ignored (?)
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0, // No Alpha Buffer
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0, // Shift Bit Ignored (?)
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0, // No Accumulation Buffer
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0, 0, 0, 0, // Accumulation Bits Ignored (?)
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16, // 16Bit Z-Buffer (Depth Buffer)
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0, // No Stencil Buffer
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0, // No Auxiliary Buffer (?)
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PFD_MAIN_PLANE, // Main Drawing Layer
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0, // Reserved (?)
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0, 0, 0 // Layer Masks Ignored (?)
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};
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static HBITMAP CreateStarBitmap(HWND hWnd, HDC hDC)
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{
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BITMAPINFO bi;
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LPBYTE lpBits;
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LPBYTE *lppBits;
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HBITMAP hTextBmp, hFileBmp;
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HDC hTextDC, hFileDC;
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HGDIOBJ hOldText, hOldFile;
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UINT i;
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DWORD *Ptr32;
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BITMAP bm;
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HINSTANCE hInstance;
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// Get instance for loading the texture
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hInstance = (HINSTANCE)GetWindowLong(hWnd, GWL_HINSTANCE);
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// Load the texture
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hFileBmp = (HBITMAP)
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LoadImage(
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hInstance,
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MAKEINTRESOURCE(IDB_STAR),
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IMAGE_BITMAP,
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0, 0,
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LR_CREATEDIBSECTION | LR_DEFAULTSIZE
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);
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// Get texture specs
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GetObject(hFileBmp, sizeof(BITMAP), &bm);
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// Allocate new 32 bit texture
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ZeroMemory(&bi, sizeof(bi));
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bi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
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bi.bmiHeader.biWidth = bm.bmWidth;
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bi.bmiHeader.biHeight = -bm.bmHeight;
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bi.bmiHeader.biPlanes = 1;
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bi.bmiHeader.biBitCount = 32;
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bi.bmiHeader.biCompression = BI_RGB;
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// Makes GCC happy ;-|
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lppBits = &lpBits;
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hTextBmp = CreateDIBSection(hDC,
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(BITMAPINFO*)&bi,
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DIB_RGB_COLORS,
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(void**)lppBits,
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NULL,
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0);
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// Save new texture specs
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// GetObject(hTextBmp, sizeof(BITMAP), &bmStarTex);
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// bmStarTex.bmBits = lpBits;
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// Copy 24 bit texture in 32 texture
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hTextDC = CreateCompatibleDC(hDC);
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hFileDC = CreateCompatibleDC(hDC);
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hOldText = SelectObject(hTextDC, hTextBmp);
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hOldFile = SelectObject(hFileDC, hFileBmp);
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BitBlt(hTextDC, 0, 0, bm.bmWidth, bm.bmHeight, hFileDC, 0, 0, SRCCOPY);
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SelectObject(hTextDC, hOldText);
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SelectObject(hFileDC, hOldFile);
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DeleteDC(hTextDC);
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DeleteDC(hFileDC);
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// Delete 24 bit texture
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DeleteObject(hFileBmp);
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GetObject(hTextBmp, sizeof(BITMAP), &bm);
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// Apply ALPHA channel to new texture
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for (Ptr32=(DWORD *)lpBits, i=0; i < (UINT)(bm.bmWidth * bm.bmHeight); i++)
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{
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DWORD Color = Ptr32[i] & 0x00FFFFFF;
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DWORD Alpha = Color & 0xFF;
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Color |= Alpha << 24;
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Ptr32[i] = Color;
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}
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return hTextBmp;
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}
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static void InitGL(HBITMAP hStarTex)
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{
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BITMAP bm;
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unsigned int i;
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float xp, yp, zp;
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// set the GL clear color - use when the color buffer is cleared
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glClearColor(STAR_RED, STAR_GREEN, STAR_BLUE, STAR_TAIL);
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if (Settings.bSmoothShading)
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// set the shading model to 'smooth'
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glShadeModel( GL_SMOOTH );
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else
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// set the shading model to 'flat'
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glShadeModel( GL_FLAT );
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// set GL to render front of polygons
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glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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// enable depth test
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glDisable( GL_DEPTH_TEST );
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// enable lighting
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glEnable( GL_LIGHTING );
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// enable lighting for front
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glLightModeli( GL_FRONT, GL_TRUE );
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// material have diffuse and ambient lighting
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glColorMaterial( GL_FRONT, GL_AMBIENT_AND_DIFFUSE );
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// enable color
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glEnable( GL_COLOR_MATERIAL );
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// enable light 0
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glEnable( GL_LIGHT0 );
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// set light attenuation
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glLightf( GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.01f); //0.01f );
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glLightf( GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.01f); //0.2f );
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glLightf( GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.005f); //0.001f );
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// clear the color buffer once
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glClear( GL_COLOR_BUFFER_BIT );
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// randomly generate
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srand( time( NULL ) );
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// Initialize *ALL* stars vertexes (not just programmed ones).
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for (i = 0; i < MAX_STARS; i++)
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{
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xp = ( (float) rand() / RAND_MAX - .5f ) * FIELD_WIDTH;
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yp = ( (float) rand() / RAND_MAX - .5f ) * FIELD_HEIGHT;
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zp = ( (float) rand() / RAND_MAX ) * FIELD_DEPTH + FAR_PLANE;
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Vertex[i].x1 = -1.f + xp;
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Vertex[i].y1 = -1.f + yp;
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Vertex[i].x2 = 1.f + xp;
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Vertex[i].y2 = 1.f + yp;
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Vertex[i].z = zp;
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}
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glGenTextures(1, &glStarTex); // Create One Texture
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// Create Linear Filtered Texture
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glBindTexture(GL_TEXTURE_2D, glStarTex);
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if (Settings.bEnableFiltering)
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{
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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} else {
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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}
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// Get Texture properties
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GetObject(hStarTex, sizeof(BITMAP), &bm);
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// Create texture as a mipmap
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#if 0
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glTexImage2D(GL_TEXTURE_2D, 0, 4, bm.bmWidth, bm.bmHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, bm.bmBits);
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#else
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gluBuild2DMipmaps(GL_TEXTURE_2D, 4, bm.bmWidth, bm.bmHeight, GL_RGBA, GL_UNSIGNED_BYTE, bm.bmBits);
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#endif
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// Disable Texture Mapping (background smoothing)
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glDisable(GL_TEXTURE_2D);
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if (Settings.bFinePerspective)
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// Really Fast Perspective Calculations
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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else
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// Really Nice Perspective Calculations
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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// enable blending
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glEnable( GL_BLEND );
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}
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static void
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render(void)
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{
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unsigned int i;
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float fSpin;
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float fSpeed;
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float xp, yp;
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// Initialize current speed
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fSpeed = (float)Settings.uiSpeed / 100.f;
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glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
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glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency
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switch (Settings.uiRotation) {
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case ROTATION_LINEAR:
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fAngle += fSpeed;
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glRotatef( fAngle, 0.0f, 0.0f, 1.0f );
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break;
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case ROTATION_PERIODIC:
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fAngle += fSpeed / 75.f;
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fSpin = (float)(50. * cos(fAngle));
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glRotatef( fSpin, 0.0f, 0.0f, 1.0f );
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break;
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}
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glColor3ub(255, 255, 255);
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glBegin(GL_QUADS); // Begin Drawing The Textured Quad
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// Draw the stars
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for (i = 0; i < Settings.uiNumStars; i++)
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{
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glTexCoord2f(0.0f, 0.0f); glVertex3f(Vertex[i].x1, Vertex[i].y1, Vertex[i].z);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(Vertex[i].x2, Vertex[i].y1, Vertex[i].z);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(Vertex[i].x2, Vertex[i].y2, Vertex[i].z);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(Vertex[i].x1, Vertex[i].y2, Vertex[i].z);
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// increment z
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Vertex[i].z += fSpeed;
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// check to see if passed view
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if( Vertex[i].z > NEAR_PLANE + GAP ||
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Vertex[i].z < FAR_PLANE )
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{
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xp = ( (float) rand() / RAND_MAX - .5f ) * FIELD_WIDTH;
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yp = ( (float) rand() / RAND_MAX - .5f ) * FIELD_HEIGHT;
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Vertex[i].x1 = -1.f + xp;
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Vertex[i].y1 = -1.f + yp;
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Vertex[i].x2 = 1.f + xp;
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Vertex[i].y2 = 1.f + yp;
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Vertex[i].z = FAR_PLANE;
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}
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}
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glEnd(); // Done Drawing The Textured Quad
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glDisable(GL_TEXTURE_2D); // Enable Texture Mapping
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}
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static LRESULT CALLBACK
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OnCreate(HWND hWnd, WPARAM wParam, LPARAM lParam)
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{
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GLuint PixelFormat;
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HBITMAP hStarTex;
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LoadSettings();
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// Gets A Device Context For The Window
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hDC = GetDC(hWnd);
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// Finds The Closest Match To The Pixel Format We Set Above
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PixelFormat = ChoosePixelFormat(hDC, &pfd);
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// No Matching Pixel Format?
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if (!PixelFormat)
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{
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MessageBox(0, _T("Can't Find A Suitable PixelFormat."), _T("Error"),MB_OK | MB_ICONERROR);
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// This Sends A 'Message' Telling The Program To Quit
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PostQuitMessage(0);
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return 0;
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}
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// Can We Set The Pixel Mode?
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if (!SetPixelFormat(hDC, PixelFormat, &pfd))
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{
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MessageBox(0, _TEXT("Can't Set The PixelFormat."), _T("Error"), MB_OK | MB_ICONERROR);
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// This Sends A 'Message' Telling The Program To Quit
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PostQuitMessage(0);
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return 0;
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}
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// Grab A Rendering Context
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hRC = wglCreateContext(hDC);
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// Did We Get One?
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if (!hRC)
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{
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MessageBox(0, _T("Can't Create A GL Rendering Context."), _T("Error"), MB_OK | MB_ICONERROR);
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// This Sends A 'Message' Telling The Program To Quit
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PostQuitMessage(0);
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return 0;
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}
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// Can We Make The RC Active?
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if (!wglMakeCurrent(hDC, hRC))
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{
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MessageBox(0, _T("Can't Activate GLRC."), _TEXT("Error"), MB_OK | MB_ICONERROR);
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// This Sends A 'Message' Telling The Program To Quit
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PostQuitMessage(0);
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return 0;
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}
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// Load star texture
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hStarTex = CreateStarBitmap(hWnd, hDC);
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// Initialize The GL Screen Using Screen Info
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InitGL(hStarTex);
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// Delete GDI object for texture
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DeleteObject(hStarTex);
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// Update screen every 10ms
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SetTimer(hWnd, 1, 10, NULL);
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// Initialize spinning angle
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fAngle = 0.f;
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return 0L;
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}
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static LRESULT CALLBACK
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OnDestroy(HWND hWnd, WPARAM wParam, LPARAM lParam)
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{
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// Delete update timer
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KillTimer(hWnd, 1);
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// Disable Fullscreen Mode
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ChangeDisplaySettings(NULL, 0);
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// Make The DC Current
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wglMakeCurrent(hDC, NULL);
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// Kill The RC
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wglDeleteContext(hRC);
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// Free The DC
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ReleaseDC(hWnd, hDC);
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#ifdef _DEBUG_SSTARS
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PostQuitMessage(0);
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#endif
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return 0L;
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}
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static LRESULT CALLBACK
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OnPaint(HWND hWnd, WPARAM wParam, LPARAM lParam)
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{
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if (Settings.bDoBlending)
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{
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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// disable lighting
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glDisable( GL_LIGHTING );
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// blend in a polygon
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glColor4f(STAR_RED, STAR_GREEN, STAR_BLUE, STAR_TAIL);
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// Restore both model view and projection to identity
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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// Blur the background
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glBegin( GL_QUADS );
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glVertex3f( -1.0f, -1.0f, -1.0f );
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glVertex3f( -1.0f, 1.0f, -1.0f );
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glVertex3f( 1.0f, 1.0f, -1.0f );
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glVertex3f( 1.0f, -1.0f, -1.0f );
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glEnd();
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// Recover previous matrix
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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// enable lighting
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glEnable( GL_LIGHTING );
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} else {
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glClear(GL_COLOR_BUFFER_BIT);
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}
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// save the current matrix state, so transformation will
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// not persist across displayFunc calls, since we
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// will do a glPopMatrix() at the end of this function
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glPushMatrix();
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// render the scene
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render();
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// restore the matrix state
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glPopMatrix();
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// flush the buffer
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glFlush();
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// swap the double buffer
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SwapBuffers(hDC);
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// Clear redraw event
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ValidateRect(hWnd, NULL);
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return 0L;
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}
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static LRESULT CALLBACK
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OnSize(HWND hWnd, WPARAM wParam, LPARAM lParam)
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{
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GLsizei w = LOWORD(lParam);
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GLsizei h = HIWORD(lParam);
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// map the view port to the entire client area
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glViewport(0, 0, w, h);
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// set the matrix mode to projection matrix
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glMatrixMode(GL_PROJECTION);
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// load the identity matrix
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glLoadIdentity();
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// set the perspective matrix
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gluPerspective( 64.0, (GLdouble) w / (GLdouble)h, .1, 300.0 );
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// set the matrix mode to the modelview matrix
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glMatrixMode(GL_MODELVIEW);
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// load the identity matrix into the modelview matrix
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glLoadIdentity();
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// set the 'camera'
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gluLookAt( 0.0, 0.0, 3.0, 0.0, 0.0, 0.0, 0.0, 2.0, 3.0 );
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|
// set the position of the light
|
|
glLightfv( GL_LIGHT0, GL_POSITION, g_light_position );
|
|
|
|
return 0L;
|
|
}
|
|
|
|
LRESULT CALLBACK
|
|
ScreenSaverProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
switch (uMsg) {
|
|
case WM_CREATE:
|
|
return OnCreate(hWnd, wParam, lParam);
|
|
|
|
case WM_TIMER:
|
|
InvalidateRect(hWnd, NULL, FALSE);
|
|
return 0L;
|
|
|
|
case WM_DESTROY:
|
|
return OnDestroy(hWnd, wParam, lParam);
|
|
|
|
case WM_PAINT:
|
|
return OnPaint(hWnd, wParam, lParam);
|
|
|
|
case WM_SIZE: // Resizing The Screen
|
|
return OnSize(hWnd, wParam, lParam);
|
|
}
|
|
|
|
#ifdef _DEBUG_SSTARS
|
|
return DefWindowProc(hWnd, uMsg, wParam, lParam);
|
|
#else
|
|
return DefScreenSaverProc(hWnd, uMsg, wParam, lParam);
|
|
#endif
|
|
}
|
|
|
|
#ifdef _DEBUG_SSTARS
|
|
|
|
ATOM InitApp(HINSTANCE hInstance, LPCTSTR szClassName)
|
|
{
|
|
WNDCLASS wc;
|
|
|
|
ZeroMemory(&wc, sizeof(wc));
|
|
|
|
wc.style = CS_HREDRAW | CS_VREDRAW;
|
|
wc.lpfnWndProc = ScreenSaverProc;
|
|
wc.cbClsExtra = 0;
|
|
wc.cbWndExtra = 0;
|
|
wc.hInstance = hInstance;
|
|
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
|
|
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
|
|
wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
|
|
wc.lpszMenuName = NULL;
|
|
wc.lpszClassName = szClassName;
|
|
|
|
return RegisterClass(&wc);
|
|
}
|
|
|
|
HWND InitInstance(HINSTANCE hInstance, int nCmdShow)
|
|
{
|
|
HWND hWnd;
|
|
TCHAR szClass[] = _T("CLASS");
|
|
TCHAR szTitle[] = _T("TITLE");
|
|
|
|
InitApp(hInstance, szClass);
|
|
|
|
hWnd = CreateWindow(
|
|
szClass,
|
|
szTitle,
|
|
WS_OVERLAPPEDWINDOW,
|
|
CW_USEDEFAULT,
|
|
CW_USEDEFAULT,
|
|
192*3, //CW_USEDEFAULT,
|
|
108*3, //CW_USEDEFAULT,
|
|
NULL,
|
|
NULL,
|
|
hInstance,
|
|
NULL);
|
|
|
|
if (hWnd)
|
|
{
|
|
ShowWindow(hWnd, nCmdShow);
|
|
UpdateWindow(hWnd);
|
|
}
|
|
|
|
return hWnd;
|
|
}
|
|
|
|
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
|
|
{
|
|
MSG msg;
|
|
HWND hWnd;
|
|
HWND hDlg;
|
|
|
|
RegisterDialogClasses(hInstance);
|
|
|
|
hWnd = InitInstance(hInstance, nShowCmd);
|
|
|
|
hDlg = CreateDialog(hInstance, MAKEINTRESOURCE(DLG_SCRNSAVECONFIGURE), NULL, ScreenSaverConfigureDialog);
|
|
ShowWindow(hDlg, SW_SHOW);
|
|
UpdateWindow(hDlg);
|
|
|
|
for (;;)
|
|
{
|
|
if (GetMessage(&msg, NULL, 0, 0) <= 0)
|
|
break;
|
|
|
|
TranslateMessage(&msg);
|
|
DispatchMessage(&msg);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
#endif
|