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https://github.com/reactos/reactos.git
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646ada92cc
I created an "applications/screensavers" directory for that, eventually rosapps should get a similar directory structure to reactos. Also changed the appropriate parts in reactos.dff. svn path=/trunk/; revision=29961
446 lines
9.8 KiB
C
446 lines
9.8 KiB
C
//
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// matrix.c
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//
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// Matrix-window implementation
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//
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#include <windows.h>
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#include <windowsx.h>
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#include <tchar.h>
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#include "globals.h"
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#include "message.h"
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#include "matrix.h"
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#include "resource.h"
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void DoMatrixMessage(HDC hdc, MATRIX *matrix);
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// pseudo-random number generator, based on 16bit CRC algorithm
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static WORD _crc_reg = 0;
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int crc_rand()
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{
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const WORD mask = 0xb400;
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if(_crc_reg & 1)
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_crc_reg = (_crc_reg >> 1) ^ mask;
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else
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_crc_reg = (_crc_reg >> 1);
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return _crc_reg;
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}
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int GlyphIntensity(GLYPH glyph)
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{
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return (int)((glyph & 0x7f00) >> 8);
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}
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GLYPH DarkenGlyph(GLYPH glyph)
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{
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int intensity = GlyphIntensity(glyph);
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if(intensity > 0)
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return GLYPH_REDRAW | ((intensity - 1) << 8) | (glyph & 0x00FF);
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else
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return glyph;
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}
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GLYPH RandomGlyph(int intensity)
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{
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return GLYPH_REDRAW | (intensity << 8) | (crc_rand() % NUM_GLYPHS);
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}
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void RedrawBlip(GLYPH *glypharr, int blippos)
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{
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glypharr[blippos+0] |= GLYPH_REDRAW;
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glypharr[blippos+1] |= GLYPH_REDRAW;
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glypharr[blippos+8] |= GLYPH_REDRAW;
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glypharr[blippos+9] |= GLYPH_REDRAW;
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}
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void ScrollMatrixColumn(MATRIX_COLUMN *col)
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{
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int y;
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GLYPH lastglyph = 0;
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GLYPH thisglyph;
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// wait until we are allowed to scroll
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if(col->started == FALSE)
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{
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if(--col->countdown <= 0)
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col->started = TRUE;
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return;
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}
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// "seed" the glyph-run
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lastglyph = col->state ? (GLYPH)0 : (GLYPH)(MAX_INTENSITY << 8);
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//
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// loop over the entire length of the column, looking for changes
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// in intensity/darkness. This change signifies the start/end
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// of a run of glyphs.
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//
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for(y = 0; y < col->length; y++)
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{
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thisglyph = col->glyph[y];
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// bottom-most part of "run". Insert a new character (glyph)
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// at the end to lengthen the run down the screen..gives the
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// impression that the run is "falling" down the screen
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if(GlyphIntensity(thisglyph) < GlyphIntensity(lastglyph) &&
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GlyphIntensity(thisglyph) == 0)
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{
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col->glyph[y] = RandomGlyph(MAX_INTENSITY - 1);
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y++;
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}
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// top-most part of "run". Delete a character off the top by
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// darkening the glyph until it eventually disappears (turns black).
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// this gives the effect that the run as dropped downwards
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else if(GlyphIntensity(thisglyph) > GlyphIntensity(lastglyph))
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{
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col->glyph[y] = DarkenGlyph(thisglyph);
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// if we've just darkened the last bit, skip on so
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// the whole run doesn't go dark
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if(GlyphIntensity(thisglyph) == MAX_INTENSITY - 1)
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y++;
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}
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lastglyph = col->glyph[y];
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}
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// change state from blanks <-> runs when the current run as expired
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if(--col->runlen <= 0)
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{
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if(col->state ^= 1)
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col->runlen = crc_rand() % (3 * DENSITY/2) + DENSITY_MIN;
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else
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col->runlen = crc_rand() % (DENSITY_MAX+1-DENSITY) + (DENSITY_MIN*2);
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}
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//
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// make a "blip" run down this column at double-speed
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//
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// mark current blip as redraw so it gets "erased"
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if(col->blippos >= 0 && col->blippos < col->length)
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RedrawBlip(col->glyph, col->blippos);
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// advance down screen at double-speed
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col->blippos += 2;
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// if the blip gets to the end of a run, start it again (for a random
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// length so that the blips never get synched together)
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if(col->blippos >= col->bliplen)
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{
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col->bliplen = col->length + crc_rand() % 50;
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col->blippos = 0;
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}
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// now redraw blip at new position
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if(col->blippos >= 0 && col->blippos < col->length)
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RedrawBlip(col->glyph, col->blippos);
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}
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//
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// randomly change a small collection glyphs in a column
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//
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void RandomMatrixColumn(MATRIX_COLUMN *col)
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{
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int i, y;
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for(i = 1, y = 0; i < 16; i++)
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{
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// find a run
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while(GlyphIntensity(col->glyph[y]) < MAX_INTENSITY-1 && y < col->length)
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y++;
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if(y >= col->length)
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break;
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col->glyph[y] = (col->glyph[y] & 0xff00) | (crc_rand() % NUM_GLYPHS);
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col->glyph[y] |= GLYPH_REDRAW;
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y += crc_rand() % 10;
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}
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}
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void DrawGlyph(MATRIX *matrix, HDC hdc, int xpos, int ypos, GLYPH glyph)
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{
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int intensity = GlyphIntensity(glyph);
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int glyphidx = glyph & 0xff;
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BitBlt(hdc, xpos, ypos, GLYPH_WIDTH, GLYPH_HEIGHT, matrix->hdcBitmap,
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glyphidx * GLYPH_WIDTH, intensity * GLYPH_HEIGHT, SRCCOPY);
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}
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void RedrawMatrixColumn(MATRIX_COLUMN *col, MATRIX *matrix, HDC hdc, int xpos)
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{
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int y;
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// loop down the length of the column redrawing only what needs doing
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for(y = 0; y < col->length; y++)
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{
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GLYPH glyph = col->glyph[y];
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// does this glyph (character) need to be redrawn?
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if(glyph & GLYPH_REDRAW)
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{
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if((y == col->blippos+0 || y == col->blippos+1 ||
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y == col->blippos+8 || y == col->blippos+9) &&
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GlyphIntensity(glyph) >= MAX_INTENSITY-1)
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glyph |= MAX_INTENSITY << 8;
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DrawGlyph(matrix, hdc, xpos, y * GLYPH_HEIGHT, glyph);
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// clear redraw state
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col->glyph[y] &= ~GLYPH_REDRAW;
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}
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}
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}
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void DecodeMatrix(HWND hwnd, MATRIX *matrix)
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{
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int x;
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HDC hdc = GetDC(hwnd);
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for(x = 0; x < matrix->numcols; x++)
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{
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RandomMatrixColumn(&matrix->column[x]);
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ScrollMatrixColumn(&matrix->column[x]);
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RedrawMatrixColumn(&matrix->column[x], matrix, hdc, x * GLYPH_WIDTH);
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}
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if(matrix->message)
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DoMatrixMessage(hdc, matrix);
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ReleaseDC(hwnd, hdc);
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}
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//
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// Allocate matrix structures
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//
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MATRIX *CreateMatrix(HWND hwnd, int width, int height)
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{
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MATRIX *matrix;
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HDC hdc;
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int x, y;
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int rows = height / GLYPH_HEIGHT + 1;
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int cols = width / GLYPH_WIDTH + 1;
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// allocate matrix!
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if((matrix = malloc(sizeof(MATRIX) + sizeof(MATRIX_COLUMN) * cols)) == 0)
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return 0;
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matrix->numcols = cols;
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matrix->numrows = rows;
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matrix->width = width;
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matrix->height = height;
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for(x = 0; x < cols; x++)
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{
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matrix->column[x].length = rows;
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matrix->column[x].started = FALSE;
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matrix->column[x].countdown = crc_rand() % 100;
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matrix->column[x].state = crc_rand() % 2;
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matrix->column[x].runlen = crc_rand() % 20 + 3;
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matrix->column[x].glyph = malloc(sizeof(GLYPH) * (rows+16));
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for(y = 0; y < rows; y++)
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matrix->column[x].glyph[y] = 0;//;
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}
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// Load bitmap!!
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hdc = GetDC(NULL);
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matrix->hbmBitmap = LoadBitmap(GetModuleHandle(0), MAKEINTRESOURCE(IDB_BITMAP1));
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matrix->hdcBitmap = CreateCompatibleDC(hdc);
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SelectObject(matrix->hdcBitmap, matrix->hbmBitmap);
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ReleaseDC(NULL, hdc);
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// Create a message for this window...only if we are
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// screen-saving (not if in preview mode)
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if(GetParent(hwnd) == 0)
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matrix->message = InitMatrixMessage(hwnd, matrix->numcols, matrix->numrows);
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else
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matrix->message = 0;
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return matrix;
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}
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//
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// Free up matrix structures
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//
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void DestroyMatrix(MATRIX *matrix)
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{
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int x;
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// free the matrix columns
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for(x = 0; x < matrix->numcols; x++)
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free(matrix->column[x].glyph);
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DeleteDC(matrix->hdcBitmap);
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DeleteObject(matrix->hbmBitmap);
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// now delete the matrix!
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free(matrix);
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}
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MATRIX *GetMatrix(HWND hwnd)
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{
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return (MATRIX *)GetWindowLong(hwnd, 0);
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}
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void SetMatrix(HWND hwnd, MATRIX *matrix)
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{
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SetWindowLong(hwnd, 0, (LONG)matrix);
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}
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//
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// Window procedure for one matrix (1 per screen)
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//
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LRESULT WINAPI MatrixWndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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static POINT ptLast;
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static POINT ptCursor;
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static BOOL fFirstTime = TRUE;
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MATRIX *matrix = GetMatrix(hwnd);
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switch(msg)
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{
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// window creation
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case WM_NCCREATE:
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// create the matrix based on how big this window is
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matrix = CreateMatrix(hwnd, ((CREATESTRUCT *)lParam)->cx, ((CREATESTRUCT *)lParam)->cy);
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// failed to allocate? stop window creation!
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if(matrix == 0)
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return FALSE;
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SetMatrix(hwnd, matrix);
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// start off an animation timer
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SetTimer(hwnd, 0xdeadbeef, ((SPEED_MAX - g_nMatrixSpeed) + SPEED_MIN) * 10, 0);
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return TRUE;
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// window being destroyed, cleanup
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case WM_NCDESTROY:
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DestroyMatrix(matrix);
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PostQuitMessage(0);
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return 0;
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// animation timer has gone off, redraw the matrix!
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case WM_TIMER:
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DecodeMatrix(hwnd, matrix);
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return 0;
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// break out of screen-saver if any keyboard activity
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case WM_KEYDOWN:
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case WM_SYSKEYDOWN:
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PostMessage(hwnd, WM_CLOSE, 0, 0);
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return 0;
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// break out of screen-saver if any mouse activity
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case WM_LBUTTONDOWN:
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case WM_LBUTTONUP:
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case WM_RBUTTONDOWN:
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case WM_RBUTTONUP:
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case WM_MBUTTONDOWN:
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case WM_MBUTTONUP:
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case WM_MOUSEMOVE:
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// If we've got a parent then we must be a preview
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if(GetParent(hwnd) != 0)
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return 0;
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if(fFirstTime)
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{
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GetCursorPos(&ptLast);
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fFirstTime = FALSE;
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}
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GetCursorPos(&ptCursor);
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// if the mouse has moved more than 3 pixels then exit
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if(abs(ptCursor.x - ptLast.x) >= 3 || abs(ptCursor.y - ptLast.y) >= 3)
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PostMessage(hwnd, WM_CLOSE, 0, 0);
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ptLast = ptCursor;
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return 0;
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// someone wants to close us...see if it's ok
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case WM_CLOSE:
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if(VerifyPassword(hwnd))
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{
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KillTimer(hwnd, 0xdeadbeef);
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DestroyWindow(hwnd);
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}
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return 0;
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}
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return DefWindowProc(hwnd, msg, wParam, lParam);
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}
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HWND CreateScreenSaveWnd(HWND hwndParent, RECT *rect)
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{
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DWORD dwStyle = hwndParent ? WS_CHILD : WS_POPUP;
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#ifdef _DEBUG
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DWORD dwStyleEx = 0;
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#else
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DWORD dwStyleEx = WS_EX_TOPMOST;
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#endif
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if(hwndParent)
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GetClientRect(hwndParent, rect);
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return CreateWindowEx( dwStyleEx,
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APPNAME,
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0,
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WS_VISIBLE | dwStyle,
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rect->left,
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rect->top,
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rect->right - rect->left,
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rect->bottom - rect->top,
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hwndParent,
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0,
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GetModuleHandle(0),
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0
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);
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}
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//
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// Initialize class for matrix window
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//
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void InitScreenSaveClass(BOOL fPreview)
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{
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WNDCLASSEX wcx;
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wcx.cbSize = sizeof(WNDCLASSEX);
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wcx.style = 0;
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wcx.lpfnWndProc = MatrixWndProc;
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wcx.cbClsExtra = 0;
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wcx.cbWndExtra = sizeof(MATRIX *);
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wcx.hInstance = GetModuleHandle(0);
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wcx.hIcon = 0;
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wcx.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
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wcx.lpszMenuName = 0;
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wcx.lpszClassName = APPNAME;
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wcx.hIconSm = 0;
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if(fPreview)
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wcx.hCursor = LoadCursor(0, IDC_ARROW);
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else
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wcx.hCursor = LoadCursor(wcx.hInstance, MAKEINTRESOURCE(IDC_BLANKCURSOR));
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// initialize the crc register used for "random" number generation
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_crc_reg = (WORD)GetTickCount();
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RegisterClassEx(&wcx);
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}
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