boinc/api/windows_opengl.cpp

569 lines
19 KiB
C++
Executable File

// 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 <afxwin.h>
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The Glaux Library
#include <stdio.h>
#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 hGraphicsDrawEvent,hQuitEvent,hDoneDrawingEvent;
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
GetWindowRect( hWnd, &WindowRect );
old_left = WindowRect.left;
old_top = WindowRect.top;
old_right = WindowRect.right;
old_bottom = WindowRect.bottom;
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
}
// If we get a redraw request outside of our normal
// redraw framework, just fill the window with black
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc;
RECT winRect;
hdc = BeginPaint(hWnd, &ps);
GetClientRect(hWnd, &winRect);
FillRect(hdc, &winRect, (HBRUSH) GetStockObject(BLACK_BRUSH));
EndPaint(hWnd, &ps);
return 0;
}
}
// 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
HANDLE objs[1];
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 {
objs[0] = hGraphicsDrawEvent;
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;
}