// The contents of this file are subject to the Mozilla Public License // Version 1.0 (the "License"); you may not use this file except in // compliance with the License. You may obtain a copy of the License at // http://www.mozilla.org/MPL/ // // Software distributed under the License is distributed on an "AS IS" // basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the // License for the specific language governing rights and limitations // under the License. // // The Original Code is the Berkeley Open Infrastructure for Network Computing. // // The Initial Developer of the Original Code is the SETI@home project. // Portions created by the SETI@home project are Copyright (C) 2002 // University of California at Berkeley. All Rights Reserved. // // Contributor(s): // /* This Code Was Created By Jeff Molofee 2000 * A HUGE Thanks To Fredric Echols For Cleaning Up * And Optimizing This Code, Making It More Flexible! * If You've Found This Code Useful, Please Let Me Know. * Visit My Site At nehe.gamedev.net * Adapted to BOINC by Eric Heien */ #include #include // Header File For The OpenGL32 Library #include // Header File For The GLu32 Library #include // Header File For The Glaux Library #include #include "graphics_api.h" #include "win_idle_tracker.h" HDC hDC=NULL; // Private GDI Device Context HGLRC hRC=NULL; // Permanent Rendering Context HWND hWnd=NULL; // Holds Our Window Handle HINSTANCE hInstance; // Holds The Instance Of The Application int mouse_thresh = 3; POINT initCursorPos; extern int ok_to_draw; UINT BOINC_GFX_MODE_MSG; GLuint main_font; // Base Display List For The Font Set GLfloat cnt1; // 1st Counter Used To Move Text & For Coloring GLfloat cnt2; // 2nd Counter Used To Move Text & For Coloring extern bool using_opengl; bool keys[256]; bool active=TRUE; // Window Active Flag Set To TRUE By Default bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default BOOL win_loop_done=FALSE; // Bool Variable To Exit Loop int counter,old_left,old_top,old_right,old_bottom,cur_gfx_mode,old_gfx_mode; extern HANDLE hGlobalDrawEvent,hQuitEvent; int DrawGLScene(GLvoid); LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc DWORD WINAPI win_graphics_event_loop( LPVOID duff ); void renderBitmapString( float x, float y, void *font, char *string); BOOL CreateGLWindow(char* title, int width, int height, int bits, bool initially_visible); void ChangeMode( int mode ); BOOL reg_win_class(); BOOL unreg_win_class(); GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window { double aspect_ratio = 4.0/3.0; if (height==0) { // Prevent A Divide By Zero By height=1; // Making Height Equal One } if (height*aspect_ratio > width) glViewport(0,0,(int)width,(int)(width/aspect_ratio)); // Reset The Current Viewport else glViewport(0,0,(int)(height*aspect_ratio),(height)); // Reset The Current Viewport } GLvoid BuildFont(GLvoid) // Build Our Bitmap Font { HFONT font; // Windows Font ID HFONT oldfont; // Used For Good House Keeping main_font = glGenLists(256); // Storage For 96 Characters font = CreateFont( -24, // Height Of Font 0, // Width Of Font 0, // Angle Of Escapement 0, // Orientation Angle FW_BOLD, // Font Weight FALSE, // Italic FALSE, // Underline FALSE, // Strikeout ANSI_CHARSET, // Character Set Identifier OUT_TT_PRECIS, // Output Precision CLIP_DEFAULT_PRECIS, // Clipping Precision ANTIALIASED_QUALITY, // Output Quality FF_DONTCARE|DEFAULT_PITCH, // Family And Pitch "Courier New"); // Font Name oldfont = (HFONT)SelectObject(hDC, font); // Selects The Font We Want wglUseFontBitmaps(hDC, 0, 256, main_font); // Builds 256 Characters SelectObject(hDC, oldfont); // Selects The Font We Want DeleteObject(font); // Delete The Font } GLvoid KillFont(GLvoid) // Delete The Font List { glDeleteLists(main_font, 256); // Delete All 96 Characters } int InitGL(GLvoid) // All Setup For OpenGL Goes Here { glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations BuildFont(); // Build The Font return TRUE; // Initialization Went OK } GLvoid KillGLWindow(GLvoid) // Properly Kill The Window { while(ShowCursor(true) < 0); // Show Mouse Pointer if (hRC) // Do We Have A Rendering Context? { if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts? { MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC? { MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } hRC=NULL; // Set RC To NULL } if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC { MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hDC=NULL; // Set DC To NULL } if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window? { MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hWnd=NULL; // Set hWnd To NULL } } void ChangeMode( int mode ) { HDC screenDC=NULL; // Screen Device Context RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values bool initially_visible = false; KillGLWindow(); switch (mode) { case MODE_NO_GRAPHICS: if (fullscreen) while(ShowCursor(true) < 0); // Show Mouse Pointer fullscreen = false; break; case MODE_WINDOW: if (fullscreen) while(ShowCursor(true) < 0); // Show Mouse Pointer fullscreen = false; WindowRect.left = old_left; WindowRect.top = old_top; WindowRect.right = old_right; WindowRect.bottom = old_bottom; initially_visible = true; break; case MODE_FULLSCREEN: fullscreen = true; GetWindowRect( hWnd, &WindowRect ); old_left = WindowRect.left; old_top = WindowRect.top; old_right = WindowRect.right; old_bottom = WindowRect.bottom; screenDC=GetDC(NULL); WindowRect.left = WindowRect.top = 0; WindowRect.right=GetDeviceCaps(screenDC, HORZRES); WindowRect.bottom=GetDeviceCaps(screenDC, VERTRES); ReleaseDC(NULL, screenDC); GetCursorPos(&initCursorPos); // Store the current mouse pos while(ShowCursor(false) >= 0); initially_visible = true; break; } old_gfx_mode = cur_gfx_mode; cur_gfx_mode = mode; CreateGLWindow("BOINC App Window", WindowRect.right-WindowRect.left, WindowRect.bottom-WindowRect.top, 16, initially_visible); } /* This Code Creates Our OpenGL Window. Parameters Are: * * title - Title To Appear At The Top Of The Window * * width - Width Of The GL Window Or Fullscreen Mode * * height - Height Of The GL Window Or Fullscreen Mode * * bits - Number Of Bits To Use For Color (8/16/24/32) * * fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool initially_visible) { GLuint PixelFormat; // Holds The Results After Searching For A Match DWORD dwExStyle; // Window Extended Style DWORD dwStyle; // Window Style RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values WindowRect.left=(long)0; // Set Left Value To 0 WindowRect.right=(long)width; // Set Right Value To Requested Width WindowRect.top=(long)0; // Set Top Value To 0 WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height HDC screenDC=NULL; // Screen Device Context if (fullscreen) // Are We Still In Fullscreen Mode? { dwExStyle=WS_EX_TOPMOST; // Window Extended Style dwStyle=WS_POPUP; // Windows Style } else { dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style } AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size // Create The Window if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window "BOINC_OpenGL", // Class Name title, // Window Title dwStyle | // Defined Window Style WS_CLIPSIBLINGS | // Required Window Style WS_CLIPCHILDREN, // Required Window Style 0, 0, // Window Position WindowRect.right-WindowRect.left, // Calculate Window Width WindowRect.bottom-WindowRect.top, // Calculate Window Height NULL, // No Parent Window NULL, // No Menu hInstance, // Instance NULL))) // Dont Pass Anything To WM_CREATE { KillGLWindow(); // Reset The Display MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format bits, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 16, // 16Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (initially_visible) ShowWindow(hWnd,SW_SHOW); // Show The Window else ShowWindow(hWnd,SW_HIDE); // Show The Window SetForegroundWindow(hWnd); // Slightly Higher Priority SetFocus(hWnd); // Sets Keyboard Focus To The Window ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen if (!InitGL()) // Initialize Our Newly Created GL Window { KillGLWindow(); // Reset The Display MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } return TRUE; // Success } LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information { switch (uMsg) // Check For Windows Messages { case WM_ACTIVATE: // Watch For Window Activate Message case WM_ACTIVATEAPP: // Watch For App Activate Message { if (!HIWORD(wParam)) { // Check Minimization State active=TRUE; // Program Is Active } else { active=FALSE; // Program Is No Longer Active } return 0; // Return To The Message Loop } /*case WM_SYSCOMMAND: // Intercept System Commands { switch (wParam) { // Check System Calls case SC_SCREENSAVE: // Screensaver Trying To Start? if (!fullscreen) { GetCursorPos(&initCursorPos); ChangeMode(!fullscreen); counter = 5; } case SC_MONITORPOWER: // Monitor Trying To Enter Powersave? return 0; // Prevent From Happening } break; // Exit }*/ case WM_KEYDOWN: // Is A Key Being Held Down? { // If a key is pressed in full screen mode, go back to old mode if (fullscreen) { ChangeMode(old_gfx_mode); } keys[wParam] = TRUE; // If So, Mark It As TRUE return 0; // Jump Back } case WM_KEYUP: // Has A Key Been Released? { // If a key is pressed in full screen mode, go back to old mode if (fullscreen) { ChangeMode(old_gfx_mode); } keys[wParam] = FALSE; // If So, Mark It As FALSE return 0; // Jump Back } case WM_LBUTTONDOWN: case WM_MBUTTONDOWN: case WM_RBUTTONDOWN: case WM_MOUSEMOVE: { if (fullscreen) { counter--; if (counter<=0) { POINT pt; GetCursorPos(&pt); int dx=pt.x-initCursorPos.x; if (dx<0) dx=-dx; int dy=pt.y-initCursorPos.y; if (dy<0) dy=-dy; if (dx>mouse_thresh || dy>mouse_thresh) { ChangeMode(old_gfx_mode); } } } return 0; } case WM_CLOSE: // Did We Receive A Close Message? { ChangeMode(MODE_NO_GRAPHICS); active = false; return 0; // Jump Back } case WM_DESTROY: // Did We Receive A Destroy Message? { return 0; // Jump Back } case WM_SIZE: // Resize The OpenGL Window { ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); } DWORD WINAPI win_graphics_event_loop( LPVOID gi ) { MSG msg; // Windows Message Structure fullscreen=FALSE; // Windowed Mode // Register window class reg_win_class(); // Register the messages for changing graphics modes BOINC_GFX_MODE_MSG = RegisterWindowMessage( "BOINC_GFX_MODE" ); // Create Our OpenGL Window if (!CreateGLWindow("BOINC App Window",((GRAPHICS_INFO*)gi)->xsize, ((GRAPHICS_INFO*)gi)->ysize,16,false)) { return 0; // Quit this thread if window was not created } cur_gfx_mode = MODE_NO_GRAPHICS; using_opengl = true; while(!win_loop_done) // Loop That Runs While done=FALSE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) { // Have We Received A Quit Message? win_loop_done=TRUE; // If So done=TRUE } else if (msg.message==BOINC_GFX_MODE_MSG) { if (msg.lParam != cur_gfx_mode) { ChangeMode(msg.lParam); } } else { // If Not, Deal With Window Messages TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { if (ok_to_draw) { // Window Active? if (active) { // Not Time To Quit, Update Screen // Draw The Scene DrawGLScene(); // Swap Buffers (Double Buffering). This seems to take lots of CPU time SwapBuffers(hDC); } // TODO: Do we need a mutex for ok_to_draw? ok_to_draw = 0; // Signal the worker thread that we're done drawing SetEvent(hGlobalDrawEvent); } } } // Shutdown KillGLWindow(); // Kill The Window unreg_win_class(); SetEvent(hQuitEvent); // Signal to the worker thread that we're quitting return (msg.wParam); // Exit The thread } BOOL VerifyPassword(HWND hwnd) { // Under NT, we return TRUE immediately. This lets the saver quit, // and the system manages passwords. Under '95, we call VerifyScreenSavePwd. // This checks the appropriate registry key and, if necessary, // pops up a verify dialog OSVERSIONINFO osv; osv.dwOSVersionInfoSize=sizeof(osv); GetVersionEx(&osv); if (osv.dwPlatformId==VER_PLATFORM_WIN32_NT) return TRUE; HINSTANCE hpwdcpl=::LoadLibrary("PASSWORD.CPL"); if (hpwdcpl==NULL) {return TRUE;} typedef BOOL (WINAPI *VERIFYSCREENSAVEPWD)(HWND hwnd); VERIFYSCREENSAVEPWD VerifyScreenSavePwd; VerifyScreenSavePwd= (VERIFYSCREENSAVEPWD)GetProcAddress(hpwdcpl,"VerifyScreenSavePwd"); if (VerifyScreenSavePwd==NULL) { FreeLibrary(hpwdcpl);return TRUE; } BOOL bres=VerifyScreenSavePwd(hwnd); FreeLibrary(hpwdcpl); return bres; } BOOL reg_win_class() { WNDCLASS wc; // Windows Class Structure hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window. wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages wc.cbClsExtra = 0; // No Extra Window Data wc.cbWndExtra = 0; // No Extra Window Data wc.hInstance = hInstance; // Set The Instance wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer wc.hbrBackground = NULL; // No Background Required For GL wc.lpszMenuName = NULL; // We Don't Want A Menu wc.lpszClassName = "BOINC_OpenGL"; // Set The Class Name if (!RegisterClass(&wc)) // Attempt To Register The Window Class { MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } return TRUE; } BOOL unreg_win_class() { if (!UnregisterClass("BOINC_OpenGL",hInstance)) // Are We Able To Unregister Class { MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hInstance=NULL; // Set hInstance To NULL } return TRUE; }