Leaked source code of windows server 2003
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#if !defined(INC__DUserMotion_h__INCLUDED) #define INC__DUserMotion_h__INCLUDED
#ifdef __cplusplus extern "C" { #endif
#ifdef DUSER_EXPORTS #define DUSER_API #else #define DUSER_API __declspec(dllimport) #endif
/***************************************************************************\ * * Transitions * \***************************************************************************/
#define GTX_TYPE_DXFORM2D 1 #define GTX_TYPE_DXFORM3DRM 2
#define GTX_ITEMTYPE_NONE 0 #define GTX_ITEMTYPE_BITMAP 1 #define GTX_ITEMTYPE_HDC 2 #define GTX_ITEMTYPE_HWND 3 #define GTX_ITEMTYPE_GADGET 4 #define GTX_ITEMTYPE_DXSURFACE 5
#define GTX_EXEC_FORWARD 0x000000000 #define GTX_EXEC_BACKWARD 0x000000001 #define GTX_EXEC_DIR 0x000000001 #define GTX_EXEC_CACHE 0x000000002 #define GTX_EXEC_VALID (GTX_EXEC_DIR | GTX_EXEC_CACHE)
#define GTX_IF_CROP 0x000000001 #define GTX_IF_VALID (GTX_IF_CROP)
// // Standard Transition header // struct GTX_TRXDESC { UINT tt; };
// // DirectX Transforms 2D //
// // TODO: Change implementation of DXTX2D to have better support for using Trx // with only one input. Should automatically create a secondary surface of a // specified color-key that can be use to transition to. //
struct GTX_DXTX2D_TRXDESC : public GTX_TRXDESC { CLSID clsidTransform; float flDuration; LPCWSTR pszCopyright; };
// // DirectX Transforms 3D Retained Mode // struct GTX_DXTX3DRM_TRXDESC : public GTX_TRXDESC { CLSID clsidTransform; float flDuration; LPCWSTR pszCopyright; IUnknown * pRM; };
struct GTX_ITEM { UINT nFlags; UINT it; void * pvData; RECT rcCrop; };
struct GTX_PLAY { GTX_ITEM rgIn[2]; GTX_ITEM gxiOut; UINT nFlags; };
DECLARE_HANDLE(HTRANSITION);
DUSER_API HTRANSITION WINAPI CreateTransition(const GTX_TRXDESC * ptx); DUSER_API BOOL WINAPI PlayTransition(HTRANSITION htrx, const GTX_PLAY * pgx); DUSER_API BOOL WINAPI GetTransitionInterface(HTRANSITION htrx, IUnknown ** ppUnk);
DUSER_API BOOL WINAPI BeginTransition(HTRANSITION htrx, const GTX_PLAY * pgx); DUSER_API BOOL WINAPI PrintTransition(HTRANSITION htrx, float fProgress); DUSER_API BOOL WINAPI EndTransition(HTRANSITION htrx, const GTX_PLAY * pgx);
/***************************************************************************\ * * Actions * \***************************************************************************/
struct GMA_ACTION;
DECLARE_HANDLE(HACTION);
struct GMA_ACTIONINFO { HACTION hact; // Handle void * pvData; // Caller data float flDuration; // Duration in seconds float flProgress; // Progress (0 - 1) int cEvent; // Number of callbacks in this period int cPeriods; // Number of periods BOOL fFinished; // TODO: Change to a command };
typedef void (CALLBACK * ACTIONPROC)(GMA_ACTIONINFO * pmai);
struct GMA_ACTION { DWORD cbSize; // Size of structure float flDelay; // Delay in seconds before starting float flDuration; // Duration in seconds of each period (0 = single shot) float flPeriod; // Time between beginnings of repeats (0 = no gap) UINT cRepeat; // Number of times to repeat (0 = single, -1 = infinite) DWORD dwPause; // Pause between callbacks (0 = default, -1 = none) ACTIONPROC pfnProc; // Function to call void * pvData; // Caller data };
DUSER_API HACTION WINAPI CreateAction(const GMA_ACTION * pma); DUSER_API BOOL WINAPI GetActionTimeslice(DWORD * pdwTimeslice); DUSER_API BOOL WINAPI SetActionTimeslice(DWORD dwTimeslice);
/***************************************************************************\ * * Animations * \***************************************************************************/
class Visual;
namespace DUser {
struct KeyFrame { DWORD cbSize; };
}; // namespace DUser
DUSER_API void WINAPI DUserStopAnimation(Visual * pgvSubject, PRID pridAni);
DUSER_API PRID WINAPI DUserGetAlphaPRID(); DUSER_API PRID WINAPI DUserGetRectPRID(); DUSER_API PRID WINAPI DUserGetRotatePRID(); DUSER_API PRID WINAPI DUserGetScalePRID();
#ifdef __cplusplus }; // extern "C" #endif
#endif // INC__DUserMotion_h__INCLUDED
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