mirror of https://github.com/BOINC/boinc.git
481 lines
17 KiB
C++
Executable File
481 lines
17 KiB
C++
Executable File
/*
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* This Code Was Created By Jeff Molofee 2000
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* A HUGE Thanks To Fredric Echols For Cleaning Up
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* And Optimizing This Code, Making It More Flexible!
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* If You've Found This Code Useful, Please Let Me Know.
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* Visit My Site At nehe.gamedev.net
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* Adapted to BOINC by Eric Heien
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*/
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#include <windows.h> // Header File For Windows
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#include "glut.h"
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#include <gl\gl.h> // Header File For The OpenGL32 Library
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#include <gl\glu.h> // Header File For The GLu32 Library
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#include <gl\glaux.h> // Header File For The Glaux Library
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#include <stdio.h>
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#include <time.h>
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#include "graphics_api.h"
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HDC hDC=NULL; // Private GDI Device Context
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HGLRC hRC=NULL; // Permanent Rendering Context
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HWND hWnd=NULL; // Holds Our Window Handle
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HINSTANCE hInstance; // Holds The Instance Of The Application
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int mouse_thresh = 3;
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int initCursorPosx, initCursorPosy;
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bool keys[256];
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bool active=TRUE; // Window Active Flag Set To TRUE By Default
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bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
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BOOL done=FALSE; // Bool Variable To Exit Loop
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int counter;
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int DrawGLScene(GLvoid);
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LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
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DWORD WINAPI win_graphics_event_loop( LPVOID duff );
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void renderBitmapString( float x, float y, void *font, char *string);
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GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
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{
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if (height==0) { // Prevent A Divide By Zero By
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height=1; // Making Height Equal One
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}
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glViewport(0,0,width,height); // Reset The Current Viewport
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glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
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glLoadIdentity(); // Reset The Projection Matrix
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// Calculate The Aspect Ratio Of The Window
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gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity(); // Reset The Modelview Matrix
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}
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void renderBitmapString(
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float x,
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float y,
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void *font,
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char *string) {
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char *c;
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glRasterPos3f(x, y, -3);
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for (c=string; *c != '\0'; c++) {
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glutBitmapCharacter(font, *c);
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}
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}
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int InitGL(GLvoid) // All Setup For OpenGL Goes Here
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{
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glShadeModel(GL_SMOOTH); // Enable Smooth Shading
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
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glClearDepth(1.0f); // Depth Buffer Setup
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
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return TRUE; // Initialization Went OK
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}
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GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
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{
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if (fullscreen) // Are We In Fullscreen Mode?
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{
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//ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
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//ShowCursor(TRUE); // Show Mouse Pointer
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}
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if (hRC) // Do We Have A Rendering Context?
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{
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if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
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{
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MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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}
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if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
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{
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MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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}
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hRC=NULL; // Set RC To NULL
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}
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if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
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{
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MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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hDC=NULL; // Set DC To NULL
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}
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if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
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{
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MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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hWnd=NULL; // Set hWnd To NULL
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}
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if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
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{
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MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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hInstance=NULL; // Set hInstance To NULL
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}
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}
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/* This Code Creates Our OpenGL Window. Parameters Are: *
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* title - Title To Appear At The Top Of The Window *
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* width - Width Of The GL Window Or Fullscreen Mode *
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* height - Height Of The GL Window Or Fullscreen Mode *
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* bits - Number Of Bits To Use For Color (8/16/24/32) *
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* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
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BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
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{
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GLuint PixelFormat; // Holds The Results After Searching For A Match
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WNDCLASS wc; // Windows Class Structure
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DWORD dwExStyle; // Window Extended Style
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DWORD dwStyle; // Window Style
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RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
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WindowRect.left=(long)0; // Set Left Value To 0
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WindowRect.right=(long)width; // Set Right Value To Requested Width
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WindowRect.top=(long)0; // Set Top Value To 0
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WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
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HDC screenDC=NULL; // Screen Device Context
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fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
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if (fullscreen) // Attempt Fullscreen Mode?
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{
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screenDC=GetDC(NULL);
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WindowRect.right=GetDeviceCaps(screenDC, HORZRES);
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WindowRect.bottom=GetDeviceCaps(screenDC, VERTRES);
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ReleaseDC(NULL, screenDC);
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}
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hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
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wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
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wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
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wc.cbClsExtra = 0; // No Extra Window Data
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wc.cbWndExtra = 0; // No Extra Window Data
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wc.hInstance = hInstance; // Set The Instance
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wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
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wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
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wc.hbrBackground = NULL; // No Background Required For GL
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wc.lpszMenuName = NULL; // We Don't Want A Menu
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wc.lpszClassName = "OpenGL"; // Set The Class Name
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if (!RegisterClass(&wc)) // Attempt To Register The Window Class
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{
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MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if (fullscreen) // Attempt Fullscreen Mode?
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{
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/*DEVMODE dmScreenSettings; // Device Mode
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memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
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dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
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dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
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dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
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dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
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dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
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// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
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if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
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{
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// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
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if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
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{
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fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
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}
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else
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{
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// Pop Up A Message Box Letting User Know The Program Is Closing.
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MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
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return FALSE; // Return FALSE
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}
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}*/
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}
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if (fullscreen) // Are We Still In Fullscreen Mode?
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{
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dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
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dwStyle=WS_POPUP; // Windows Style
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//ShowCursor(FALSE); // Hide Mouse Pointer
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}
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else
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{
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dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
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dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
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}
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AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
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// Create The Window
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if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
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"OpenGL", // Class Name
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title, // Window Title
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dwStyle | // Defined Window Style
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WS_CLIPSIBLINGS | // Required Window Style
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WS_CLIPCHILDREN, // Required Window Style
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0, 0, // Window Position
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WindowRect.right-WindowRect.left, // Calculate Window Width
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WindowRect.bottom-WindowRect.top, // Calculate Window Height
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NULL, // No Parent Window
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NULL, // No Menu
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hInstance, // Instance
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NULL))) // Dont Pass Anything To WM_CREATE
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
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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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bits, // Select Our 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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if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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ShowWindow(hWnd,SW_SHOW); // Show The Window
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SetForegroundWindow(hWnd); // Slightly Higher Priority
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SetFocus(hWnd); // Sets Keyboard Focus To The Window
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ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
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if (!InitGL()) // Initialize Our Newly Created GL Window
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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return TRUE; // Success
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}
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LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
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UINT uMsg, // Message For This Window
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WPARAM wParam, // Additional Message Information
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LPARAM lParam) // Additional Message Information
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{
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switch (uMsg) // Check For Windows Messages
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{
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case WM_ACTIVATE: // Watch For Window Activate Message
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{
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if (!HIWORD(wParam)) { // Check Minimization State
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active=TRUE; // Program Is Active
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} else {
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active=FALSE; // Program Is No Longer Active
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}
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return 0; // Return To The Message Loop
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}
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case WM_SYSCOMMAND: // Intercept System Commands
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{
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switch (wParam) { // Check System Calls
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case SC_SCREENSAVE: // Screensaver Trying To Start?
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if (!fullscreen) {
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POINT pt;
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GetCursorPos(&pt);
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initCursorPosx = pt.x;
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initCursorPosy = pt.y;
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counter = 5;
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KillGLWindow(); // Kill Our Current Window
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fullscreen = !fullscreen;
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// Recreate Our OpenGL Window
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if (!CreateGLWindow("NeHe's OpenGL Framework",1024,768,16,fullscreen))
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{
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return 0; // Quit If Window Was Not Created
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}
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}
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case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
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return 0; // Prevent From Happening
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}
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break; // Exit
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}
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case WM_KEYDOWN: // Is A Key Being Held Down?
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{
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if (fullscreen) {
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keys[VK_F1] = true;
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}
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keys[wParam] = TRUE; // If So, Mark It As TRUE
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return 0; // Jump Back
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}
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case WM_KEYUP: // Has A Key Been Released?
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{
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if (fullscreen) {
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keys[VK_F1] = true;
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}
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keys[wParam] = FALSE; // If So, Mark It As FALSE
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return 0; // Jump Back
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}
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case WM_LBUTTONDOWN:
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case WM_MBUTTONDOWN:
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case WM_RBUTTONDOWN:
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case WM_MOUSEMOVE:
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{
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if (fullscreen) {
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counter--;
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if (counter<=0) {
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POINT pt;
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GetCursorPos(&pt);
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int dx=pt.x-initCursorPosx; if (dx<0) dx=-dx;
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int dy=pt.y-initCursorPosy; if (dy<0) dy=-dy;
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if (dx>mouse_thresh || dy>mouse_thresh)
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{
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ShowCursor(TRUE); // Show Mouse Pointer
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counter = 5;
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keys[VK_F1] = true;
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}
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}
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}
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return 0;
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}
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case WM_CLOSE: // Did We Receive A Close Message?
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{
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PostQuitMessage(0); // Send A Quit Message
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return 0; // Jump Back
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}
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case WM_SIZE: // Resize The OpenGL Window
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{
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ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
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return 0; // Jump Back
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}
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}
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// Pass All Unhandled Messages To DefWindowProc
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return DefWindowProc(hWnd,uMsg,wParam,lParam);
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}
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DWORD WINAPI win_graphics_event_loop( LPVOID gi ) {
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MSG msg; // Windows Message Structure
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clock_t next_draw_time;
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next_draw_time = clock();
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fullscreen=FALSE; // Windowed Mode
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// Create Our OpenGL Window
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if (!CreateGLWindow("BOINC Application Window",((GRAPHICS_INFO*)gi)->xsize,
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((GRAPHICS_INFO*)gi)->ysize,1,fullscreen))
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{
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return 0; // Quit If Window Was Not Created
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}
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while(!done) // Loop That Runs While done=FALSE
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{
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if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
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{
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if (msg.message==WM_QUIT) { // Have We Received A Quit Message?
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done=TRUE; // If So done=TRUE
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}
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else { // If Not, Deal With Window Messages
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TranslateMessage(&msg); // Translate The Message
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DispatchMessage(&msg); // Dispatch The Message
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}
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}
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else // If There Are No Messages
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{
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if (active) // Program Active?
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{
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if (keys[VK_ESCAPE]) { // Was ESC Pressed?
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done=TRUE; // ESC Signalled A Quit
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}
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else if (clock()>next_draw_time) { // Not Time To Quit, Update Screen
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DrawGLScene(); // Draw The Scene
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SwapBuffers(hDC); // Swap Buffers (Double Buffering). This is taking lots of CPU time
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next_draw_time = clock()+(1000/60);
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}
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}
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if (keys[VK_F1]) { // Is F1 Being Pressed?
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counter = 5;
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keys[VK_F1]=FALSE; // If So Make Key FALSE
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KillGLWindow(); // Kill Our Current Window
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fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
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if (!CreateGLWindow("NeHe's OpenGL Framework",1024,768,16,fullscreen))
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{
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return 0; // Quit If Window Was Not Created
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}
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}
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// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
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}
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}
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// Shutdown
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KillGLWindow(); // Kill The Window
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return (msg.wParam); // Exit The Program
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}
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BOOL VerifyPassword(HWND hwnd)
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{ // Under NT, we return TRUE immediately. This lets the saver quit,
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// and the system manages passwords. Under '95, we call VerifyScreenSavePwd.
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// This checks the appropriate registry key and, if necessary,
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// pops up a verify dialog
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OSVERSIONINFO osv; osv.dwOSVersionInfoSize=sizeof(osv); GetVersionEx(&osv);
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if (osv.dwPlatformId==VER_PLATFORM_WIN32_NT) return TRUE;
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HINSTANCE hpwdcpl=::LoadLibrary("PASSWORD.CPL");
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if (hpwdcpl==NULL) {return TRUE;}
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typedef BOOL (WINAPI *VERIFYSCREENSAVEPWD)(HWND hwnd);
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VERIFYSCREENSAVEPWD VerifyScreenSavePwd;
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VerifyScreenSavePwd=
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(VERIFYSCREENSAVEPWD)GetProcAddress(hpwdcpl,"VerifyScreenSavePwd");
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if (VerifyScreenSavePwd==NULL)
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{
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FreeLibrary(hpwdcpl);return TRUE;
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}
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BOOL bres=VerifyScreenSavePwd(hwnd); FreeLibrary(hpwdcpl);
|
|
return bres;
|
|
} |