mirror of https://github.com/BOINC/boinc.git
569 lines
19 KiB
C++
Executable File
569 lines
19 KiB
C++
Executable File
// The contents of this file are subject to the Mozilla Public License
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// Version 1.0 (the "License"); you may not use this file except in
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// compliance with the License. You may obtain a copy of the License at
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// http://www.mozilla.org/MPL/
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//
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// Software distributed under the License is distributed on an "AS IS"
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// basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the
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// License for the specific language governing rights and limitations
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// under the License.
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//
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// The Original Code is the Berkeley Open Infrastructure for Network Computing.
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//
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// The Initial Developer of the Original Code is the SETI@home project.
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// Portions created by the SETI@home project are Copyright (C) 2002
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// University of California at Berkeley. All Rights Reserved.
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//
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// Contributor(s):
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//
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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 <afxwin.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 "graphics_api.h"
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#include "win_idle_tracker.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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POINT initCursorPos;
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extern int ok_to_draw;
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UINT BOINC_GFX_MODE_MSG;
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GLuint main_font; // Base Display List For The Font Set
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GLfloat cnt1; // 1st Counter Used To Move Text & For Coloring
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GLfloat cnt2; // 2nd Counter Used To Move Text & For Coloring
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extern bool using_opengl;
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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 win_loop_done=FALSE; // Bool Variable To Exit Loop
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int counter,old_left,old_top,old_right,old_bottom,cur_gfx_mode,old_gfx_mode;
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extern HANDLE hGraphicsDrawEvent,hQuitEvent,hDoneDrawingEvent;
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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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BOOL CreateGLWindow(char* title, int width, int height, int bits, bool initially_visible);
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void ChangeMode( int mode );
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BOOL reg_win_class();
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BOOL unreg_win_class();
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GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
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{
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double aspect_ratio = 4.0/3.0;
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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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if (height*aspect_ratio > width)
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glViewport(0,0,(int)width,(int)(width/aspect_ratio)); // Reset The Current Viewport
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else
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glViewport(0,0,(int)(height*aspect_ratio),(height)); // Reset The Current Viewport
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}
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GLvoid BuildFont(GLvoid) // Build Our Bitmap Font
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{
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HFONT font; // Windows Font ID
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HFONT oldfont; // Used For Good House Keeping
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main_font = glGenLists(256); // Storage For 96 Characters
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font = CreateFont( -24, // Height Of Font
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0, // Width Of Font
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0, // Angle Of Escapement
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0, // Orientation Angle
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FW_BOLD, // Font Weight
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FALSE, // Italic
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FALSE, // Underline
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FALSE, // Strikeout
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ANSI_CHARSET, // Character Set Identifier
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OUT_TT_PRECIS, // Output Precision
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CLIP_DEFAULT_PRECIS, // Clipping Precision
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ANTIALIASED_QUALITY, // Output Quality
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FF_DONTCARE|DEFAULT_PITCH, // Family And Pitch
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"Courier New"); // Font Name
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oldfont = (HFONT)SelectObject(hDC, font); // Selects The Font We Want
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wglUseFontBitmaps(hDC, 0, 256, main_font); // Builds 256 Characters
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SelectObject(hDC, oldfont); // Selects The Font We Want
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DeleteObject(font); // Delete The Font
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}
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GLvoid KillFont(GLvoid) // Delete The Font List
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{
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glDeleteLists(main_font, 256); // Delete All 96 Characters
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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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BuildFont(); // Build The Font
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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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while(ShowCursor(true) < 0); // Show Mouse Pointer
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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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}
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void ChangeMode( int mode ) {
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HDC screenDC=NULL; // Screen Device Context
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RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
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bool initially_visible = false;
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KillGLWindow();
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switch (mode) {
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case MODE_NO_GRAPHICS:
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if (fullscreen) while(ShowCursor(true) < 0); // Show Mouse Pointer
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GetWindowRect( hWnd, &WindowRect );
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old_left = WindowRect.left;
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old_top = WindowRect.top;
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old_right = WindowRect.right;
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old_bottom = WindowRect.bottom;
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fullscreen = false;
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break;
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case MODE_WINDOW:
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if (fullscreen) while(ShowCursor(true) < 0); // Show Mouse Pointer
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fullscreen = false;
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WindowRect.left = old_left;
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WindowRect.top = old_top;
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WindowRect.right = old_right;
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WindowRect.bottom = old_bottom;
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initially_visible = true;
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break;
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case MODE_FULLSCREEN:
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fullscreen = true;
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GetWindowRect( hWnd, &WindowRect );
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old_left = WindowRect.left;
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old_top = WindowRect.top;
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old_right = WindowRect.right;
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old_bottom = WindowRect.bottom;
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screenDC=GetDC(NULL);
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WindowRect.left = WindowRect.top = 0;
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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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GetCursorPos(&initCursorPos); // Store the current mouse pos
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while(ShowCursor(false) >= 0);
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initially_visible = true;
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break;
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}
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old_gfx_mode = cur_gfx_mode;
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cur_gfx_mode = mode;
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CreateGLWindow("BOINC App Window", WindowRect.right-WindowRect.left,
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WindowRect.bottom-WindowRect.top, 16, initially_visible);
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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 initially_visible)
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{
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GLuint PixelFormat; // Holds The Results After Searching For A Match
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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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if (fullscreen) // Are We Still In Fullscreen Mode?
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{
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dwExStyle=WS_EX_TOPMOST; // Window Extended Style
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dwStyle=WS_POPUP; // Windows Style
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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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"BOINC_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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if (initially_visible)
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ShowWindow(hWnd,SW_SHOW); // Show The Window
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else
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ShowWindow(hWnd,SW_HIDE); // 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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case WM_ACTIVATEAPP: // Watch For App 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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GetCursorPos(&initCursorPos);
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ChangeMode(!fullscreen);
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counter = 5;
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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 a key is pressed in full screen mode, go back to old mode
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if (fullscreen) {
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ChangeMode(old_gfx_mode);
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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 a key is pressed in full screen mode, go back to old mode
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if (fullscreen) {
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ChangeMode(old_gfx_mode);
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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-initCursorPos.x; if (dx<0) dx=-dx;
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int dy=pt.y-initCursorPos.y; if (dy<0) dy=-dy;
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if (dx>mouse_thresh || dy>mouse_thresh) {
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ChangeMode(old_gfx_mode);
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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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ChangeMode(MODE_NO_GRAPHICS);
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active = false;
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return 0; // Jump Back
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}
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case WM_DESTROY: // Did We Receive A Destroy Message?
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{
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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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// If we get a redraw request outside of our normal
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// redraw framework, just fill the window with black
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case WM_PAINT:
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{
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PAINTSTRUCT ps;
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HDC hdc;
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RECT winRect;
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hdc = BeginPaint(hWnd, &ps);
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GetClientRect(hWnd, &winRect);
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FillRect(hdc, &winRect, (HBRUSH) GetStockObject(BLACK_BRUSH));
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EndPaint(hWnd, &ps);
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return 0;
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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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HANDLE objs[1];
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fullscreen=FALSE; // Windowed Mode
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// Register window class
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reg_win_class();
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// Register the messages for changing graphics modes
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BOINC_GFX_MODE_MSG = RegisterWindowMessage( "BOINC_GFX_MODE" );
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// Create Our OpenGL Window
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if (!CreateGLWindow("BOINC App Window",((GRAPHICS_INFO*)gi)->xsize,
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((GRAPHICS_INFO*)gi)->ysize,16,false)) {
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return 0; // Quit this thread if window was not created
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}
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cur_gfx_mode = MODE_NO_GRAPHICS;
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using_opengl = true;
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while(!win_loop_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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win_loop_done=TRUE; // If So done=TRUE
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}
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else if (msg.message==BOINC_GFX_MODE_MSG) {
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if (msg.lParam != cur_gfx_mode) {
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ChangeMode(msg.lParam);
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}
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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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} else {
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objs[0] = hGraphicsDrawEvent;
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MsgWaitForMultipleObjects( 1, objs, FALSE, 1000, QS_ALLEVENTS|QS_POSTMESSAGE );
|
|
}
|
|
if (ok_to_draw) { // Window Active?
|
|
if (active) { // Time To 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(hDoneDrawingEvent);
|
|
// Put hGraphicsDrawEvent in unsignaled state so we don't immediately wake up
|
|
ResetEvent(hGraphicsDrawEvent);
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|