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#include "Swoosh.h"
#include "Resource.h"
#include <commdlg.h>
#include <commctrl.h>
#define SAFE_RELEASE(p) if(p){(p)->Release();(p)=NULL;};
struct SimpleVertex { D3DXVECTOR3 pos; D3DCOLOR colour; float u,v; }; #define FVF_SimpleVertex (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
#define PARTICLES_PER_VB 256
typedef unsigned char UBYTE;
CSwoosh g_Swoosh;
const float pi = 3.1415926536f; const float pi2 = pi * 2.0f;
const float TUBE_LENGTH = 20.0f; const float TUBE_RADIUS = 5.0f; const float FALLOFF_FACTOR = (255.0f/((TUBE_LENGTH*TUBE_LENGTH)+(TUBE_RADIUS*TUBE_RADIUS)))*0.98f;
const float MAX_FLOW_RATE = 8.0f; const float MAX_ROLL_RATE = 4.0f; const float MAX_YAW_RATE = 5.0f; const float MIN_PARTICLE_SIZE = 0.01f; const float MAX_PARTICLE_SIZE = 0.5f;
//**********************************************************************************
int WINAPI WinMain( HINSTANCE hInstance , HINSTANCE , LPSTR lpCmdLine , int ) { if ( FAILED(g_Swoosh.Create( hInstance )) ) return -1;
return g_Swoosh.Run(); }
//**********************************************************************************
CSwoosh::CSwoosh() { D3DXMatrixLookAtLH( &m_Camera , &D3DXVECTOR3(0,0,0) , &D3DXVECTOR3(0,0,1) , &D3DXVECTOR3(0,1,0) ); m_fCameraYaw = m_fCameraRoll = 0; m_fYawDirection = 0; m_fYawPause = 6.0f;
m_fParticleSize = 0.15f; m_dwNumParticles = MAX_PARTICLES; m_dwColourMix = 0x2000; m_dwColour1 = 0xffffff; m_dwColour2 = 0x0000ff; m_fFlowRate = 4.0f; m_fRollRate = 1.0f; m_fYawRate = 1.0f; m_dwFixedColour1 = 0xffffff; m_dwFixedColour2 = 0x1111ff; }
//**********************************************************************************
HRESULT CSwoosh::Create( HINSTANCE hInstance ) { // Do base class Create
HRESULT rc = CD3DScreensaver::Create( hInstance ); if ( FAILED(rc) ) return rc;
// Initialise particles
InitParticles();
return S_OK; }
//**********************************************************************************
CSwoosh::DeviceObjects::DeviceObjects() { pBlobTexture = NULL; }
//**********************************************************************************
HRESULT CSwoosh::RegisterSoftwareDevice() { m_pD3D->RegisterSoftwareDevice( D3D8RGBRasterizer );
return S_OK; }
//**********************************************************************************
void CSwoosh::InitParticles() { // Initialise particles, by evenly distributing them in a cylinder along the
// z-axis [-30,30] with radius 3.0. Choose colours based on colour settings
Particle* pparticle = m_Particles; for ( int i = 0 ; i < MAX_PARTICLES ; i++ ) { // Pick z position for particle, evenly distribute in range [-TUBE_LENGTH,TUBE_LENGTH]
pparticle->pos.z = (float(rand()&0x7fff) * (TUBE_LENGTH*2.0f/32767.0f)) - TUBE_LENGTH;
// Pick (x,y) position for particle. We evenly distribute in a circle radius 3.0f
float rad = (float(rand()&0x7fff) * (1.0f/32767.0f)); rad = sqrtf(rad); rad *= TUBE_RADIUS; float angle = float(rand()&0x7fff) * (pi2/32767.0f); pparticle->pos.x = rad * sinf(angle); pparticle->pos.y = rad * cosf(angle);
// Pick colour for particle. It's one of the two colour sets. Each colour set is
// either one particular colour, or random (denoted by 0xffffffff)
if ( DWORD(rand()&0x3fff) > m_dwColourMix ) { if ( m_dwColour1 != 0xffffffff ) pparticle->colour = m_dwColour1; else pparticle->colour = (rand()&0xff)|((rand()&0xff)<<8)|((rand()&0xff)<<16); } else { if ( m_dwColour2 != 0xffffffff ) pparticle->colour = m_dwColour2; else pparticle->colour = (rand()&0xff)|((rand()&0xff)<<8)|((rand()&0xff)<<16); }
pparticle++; } }
//**********************************************************************************
void CSwoosh::SetDevice( UINT iDevice ) { // Point at the correct set of device data
m_pDeviceObjects = &m_DeviceObjects[iDevice];
// Figure out if vertices for this device should be software VP or not
if ( m_RenderUnits[iDevice].dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) m_dwVertMemType = 0; else m_dwVertMemType = D3DUSAGE_SOFTWAREPROCESSING; }
//**********************************************************************************
HRESULT CSwoosh::RestoreDeviceObjects() { HRESULT rc;
// Create "blob" texture
rc = D3DXCreateTextureFromResource( m_pd3dDevice , NULL , MAKEINTRESOURCE(IDB_BLOB) , &m_pDeviceObjects->pBlobTexture ); if ( FAILED(rc) ) return rc;
// Create vertex buffer to hold particles
rc = m_pd3dDevice->CreateVertexBuffer( sizeof(SimpleVertex)*4*PARTICLES_PER_VB , D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY|m_dwVertMemType , FVF_SimpleVertex , D3DPOOL_DEFAULT , &m_pDeviceObjects->pParticleVB ); if ( FAILED(rc) ) return rc;
// Create index buffer to hold particle indices
rc = m_pd3dDevice->CreateIndexBuffer( sizeof(WORD)*6*PARTICLES_PER_VB , D3DUSAGE_WRITEONLY|m_dwVertMemType , D3DFMT_INDEX16 , D3DPOOL_DEFAULT , &m_pDeviceObjects->pParticleIB ); if ( FAILED(rc) ) return rc;
// Populate index buffer with indices for a series of disjoint quads
WORD* pidx; m_pDeviceObjects->pParticleIB->Lock( 0 , sizeof(WORD)*6*PARTICLES_PER_VB , (BYTE**)&pidx , D3DLOCK_NOSYSLOCK ); WORD index = 0; for ( int i = 0 ; i < PARTICLES_PER_VB ; i++ ) { *pidx++ = index; *pidx++ = index+1; *pidx++ = index+3; *pidx++ = index; *pidx++ = index+3; *pidx++ = index+2; index += 4; } m_pDeviceObjects->pParticleIB->Unlock();
// Set up world and view matrices
D3DXMATRIX world; D3DXMatrixIdentity( &world ); m_pd3dDevice->SetTransform( D3DTS_WORLDMATRIX(0) , &world ); m_pd3dDevice->SetTransform( D3DTS_VIEW , &m_Camera );
// Set alpha blending mode to SRCALPHA:ONE
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE , TRUE ); m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND , D3DBLEND_SRCALPHA ); m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND , D3DBLEND_ONE );
// Set pixel pipe to single texture modulated by diffuse colour
m_pd3dDevice->SetTextureStageState( 0 , D3DTSS_COLOROP , D3DTOP_MODULATE ); m_pd3dDevice->SetTextureStageState( 0 , D3DTSS_COLORARG1 , D3DTA_TEXTURE ); m_pd3dDevice->SetTextureStageState( 0 , D3DTSS_COLORARG2 , D3DTA_DIFFUSE ); m_pd3dDevice->SetTextureStageState( 1 , D3DTSS_COLOROP , D3DTOP_DISABLE ); m_pd3dDevice->SetTextureStageState( 0 , D3DTSS_ALPHAOP , D3DTOP_SELECTARG2 ); m_pd3dDevice->SetTextureStageState( 0 , D3DTSS_ALPHAARG1 , D3DTA_TEXTURE ); m_pd3dDevice->SetTextureStageState( 0 , D3DTSS_ALPHAARG2 , D3DTA_DIFFUSE ); m_pd3dDevice->SetTextureStageState( 1 , D3DTSS_ALPHAOP , D3DTOP_DISABLE );
// Bind "blob" texture to stage 0, and set filter mode to bilinear
m_pd3dDevice->SetTexture( 0 , m_pDeviceObjects->pBlobTexture ); m_pd3dDevice->SetTextureStageState( 0 , D3DTSS_MAGFILTER , D3DTEXF_LINEAR ); m_pd3dDevice->SetTextureStageState( 0 , D3DTSS_MINFILTER , D3DTEXF_LINEAR ); m_pd3dDevice->SetTextureStageState( 0 , D3DTSS_MIPFILTER , D3DTEXF_POINT );
// Disable culling, lighting, and specular
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE , D3DCULL_NONE ); m_pd3dDevice->SetRenderState( D3DRS_LIGHTING , FALSE ); m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE , FALSE );
// Set vertex shader to fixed-function pipeline for SimpleVertex
m_pd3dDevice->SetVertexShader( FVF_SimpleVertex );
// Bind vertex stream 0 and index source to the particle VB/IB
m_pd3dDevice->SetStreamSource( 0 , m_pDeviceObjects->pParticleVB , sizeof(SimpleVertex) ); m_pd3dDevice->SetIndices( m_pDeviceObjects->pParticleIB , 0 );
return S_OK; }
//**********************************************************************************
HRESULT CSwoosh::InvalidateDeviceObjects() { SAFE_RELEASE(m_pDeviceObjects->pParticleVB); SAFE_RELEASE(m_pDeviceObjects->pParticleIB); SAFE_RELEASE(m_pDeviceObjects->pBlobTexture);
return S_OK; }
//**********************************************************************************
HRESULT CSwoosh::FrameMove() { UpdateParticles(); UpdateCamera(); return S_OK; }
//**********************************************************************************
void CSwoosh::UpdateCamera() { // Adjust camera roll
m_fCameraRoll += m_fElapsedTime * m_fRollRate;
// Adjust camera yaw. If we're not yawing, then countdown pause timer
if ( m_fYawDirection == 0.0f ) { m_fYawPause -= m_fElapsedTime; if ( m_fYawPause <= 0.0f ) { // Done pausing, so reset timer and pick yaw direction
m_fYawPause = 6.0f;
if ( m_fCameraYaw == 0.0f ) m_fYawDirection = m_fYawRate; else m_fYawDirection = -m_fYawRate; } } else { // Yawing, so adjust yaw parameter
m_fCameraYaw += m_fElapsedTime * m_fYawDirection;
// If we've hit the end, stop yawing
if ( m_fYawDirection == m_fYawRate ) { if ( m_fCameraYaw >= pi ) { m_fCameraYaw = pi; m_fYawDirection = 0.0f; } } else { if ( m_fCameraYaw <= 0.0f ) { m_fCameraYaw = 0.0f; m_fYawDirection = 0.0f; } } }
// Compute matrices for roll and yaw components of orientation
// We smooth out the yaw via a cos to give a nice slow rolloff at each end
D3DXMATRIX roll,yaw; D3DXMatrixRotationZ( &roll , m_fCameraRoll ); D3DXMatrixRotationY( &yaw , pi * 0.5f * (1.0f - cosf(m_fCameraYaw)) ); D3DXMatrixLookAtLH( &m_Camera , &D3DXVECTOR3(0,0,0) , &D3DXVECTOR3(0,0,1) , &D3DXVECTOR3(0,1,0) );
// Compute final camera matrix
m_Camera = m_Camera * yaw * roll; }
//**********************************************************************************
void CSwoosh::UpdateParticles() { Particle* pparticle = m_Particles; for ( DWORD i = 0 ; i < m_dwNumParticles ; i++ ) { // Flow particle along cylinder
pparticle->pos.z -= m_fElapsedTime * m_fFlowRate;
// If we reached the end, warp to other end of cylinder
if ( pparticle->pos.z < -TUBE_LENGTH ) pparticle->pos.z += TUBE_LENGTH*2.0f;
// Compute particle distance to camera and scale alpha
// value by distance (to give slight fade out)
float dist = (pparticle->pos.x * pparticle->pos.x) + (pparticle->pos.y * pparticle->pos.y) + (pparticle->pos.z * pparticle->pos.z); UBYTE alpha = UBYTE(255.0f - (dist * FALLOFF_FACTOR)); pparticle->colour |= (alpha<<24);
pparticle++; } }
//**********************************************************************************
HRESULT CSwoosh::Render() { // Clear the buffer, and set up projection matrix for this device
m_pd3dDevice->Clear( 0 , NULL , D3DCLEAR_TARGET , 0 , 1.0f , 0 ); SetProjectionMatrix( 0.1f , 200.0f );
// Set camera
m_pd3dDevice->SetTransform( D3DTS_VIEW , &m_Camera );
m_pd3dDevice->BeginScene();
RenderParticles();
m_pd3dDevice->EndScene();
return S_OK; }
//**********************************************************************************
void CSwoosh::RenderParticles() { DWORD particles_left = m_dwNumParticles; Particle* pparticle = m_Particles;
// Compute offsets from particle center to make camera facing billboard
// We cheat a little and use the same offsets for all the particles, orienting
// them to be perpendicular to the view direction rather than to the view vector
// to the particle centre. It's faster and the effect is close enough.
D3DXVECTOR3 offset[4]; D3DXVECTOR3 dx,dy; dx.x = m_Camera._11; dx.y = m_Camera._21; dx.z = m_Camera._31; dy.x = m_Camera._12; dy.y = m_Camera._22; dy.z = m_Camera._32; dx *= m_fParticleSize; dy *= m_fParticleSize; offset[0] = -dx+dy; offset[1] = dx+dy; offset[2] = -dx-dy; offset[3] = dx-dy;
D3DXVECTOR3 look; look.x = m_Camera._13; look.y = m_Camera._23; look.z = m_Camera._33;
DWORD batch_size = 0; SimpleVertex* pverts; m_pDeviceObjects->pParticleVB->Lock( 0 , 0 , (BYTE**)&pverts , D3DLOCK_DISCARD|D3DLOCK_NOSYSLOCK ); for ( DWORD i = 0 ; i < m_dwNumParticles ; i++ , pparticle++ ) { // Don't render if it's behind us
if ( ((pparticle->pos.x*look.x) + (pparticle->pos.y*look.y) + (pparticle->pos.z*look.z)) <= 0 ) continue;
// Tack particle onto buffer
pverts->pos = pparticle->pos + offset[0]; pverts->colour = pparticle->colour; pverts->u = 0; pverts->v = 0; pverts++; pverts->pos = pparticle->pos + offset[1]; pverts->colour = pparticle->colour; pverts->u = 1; pverts->v = 0; pverts++; pverts->pos = pparticle->pos + offset[2]; pverts->colour = pparticle->colour; pverts->u = 0; pverts->v = 1; pverts++; pverts->pos = pparticle->pos + offset[3]; pverts->colour = pparticle->colour; pverts->u = 1; pverts->v = 1; pverts++;
// If we've hit the buffer max, then flush it
if ( ++batch_size == PARTICLES_PER_VB ) { m_pDeviceObjects->pParticleVB->Unlock(); m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST , 0 , 4*PARTICLES_PER_VB , 0 , 2*PARTICLES_PER_VB ); m_pDeviceObjects->pParticleVB->Lock( 0 , 0 , (BYTE**)&pverts , D3DLOCK_DISCARD|D3DLOCK_NOSYSLOCK ); batch_size = 0; } }
// Flush last batch
m_pDeviceObjects->pParticleVB->Unlock(); if ( batch_size > 0 ) { m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST , 0 , 4*batch_size , 0 , 2*batch_size ); } }
//**********************************************************************************
void CSwoosh::ReadSettings() { HKEY hkey; DWORD dwType = REG_DWORD; DWORD dwLength = sizeof(DWORD);
// Couple of macros to reduce typing. We just want to check if the registry read was okay, if it wasn't
// then we set a default value, if it was then we check against valid boundaries. For floats we also make
// sure the float is finite (not NaN or +/-INF).
#define DEFAULT_AND_BOUND(v,d,l,h) if (rc!=ERROR_SUCCESS){v=d;}else if(v<=l){v=l;}else if(v>h){v=h;};
#define DEFAULT_AND_BOUND_FLOAT(v,d,l,h) if (rc!=ERROR_SUCCESS||!_finite(v)){v=d;}else if(v<l){v=l;}else if(v>h){v=h;};
// Open our reg key
if( ERROR_SUCCESS == RegCreateKeyEx( HKEY_CURRENT_USER, TEXT("Software\\Microsoft\\Swoosh"), 0, NULL, REG_OPTION_NON_VOLATILE, KEY_ALL_ACCESS, NULL, &hkey, NULL ) ) { LONG rc;
// Read NumParticles
rc = RegQueryValueEx( hkey, TEXT("NumParticles"), NULL, &dwType, (BYTE*)&m_dwNumParticles, &dwLength); DEFAULT_AND_BOUND(m_dwNumParticles,MAX_PARTICLES/2,1,MAX_PARTICLES);
// Read FlowRate (float, but we munge into DWORD datatype)
rc = RegQueryValueEx( hkey, TEXT("fFlowRate"), NULL, &dwType, (BYTE*)&m_fFlowRate, &dwLength); DEFAULT_AND_BOUND_FLOAT(m_fFlowRate,4.0f,0,MAX_FLOW_RATE);
// Read RollRate (float, but we munge into DWORD datatype)
rc = RegQueryValueEx( hkey, TEXT("fRollRate"), NULL, &dwType, (BYTE*)&m_fRollRate, &dwLength); DEFAULT_AND_BOUND_FLOAT(m_fRollRate,1.0f,0,MAX_ROLL_RATE);
// Read YawRate (float, but we munge into DWORD datatype)
rc = RegQueryValueEx( hkey, TEXT("fYawRate"), NULL, &dwType, (BYTE*)&m_fYawRate, &dwLength); DEFAULT_AND_BOUND_FLOAT(m_fYawRate,1.0f,0,MAX_YAW_RATE);
// Read ParticleSize (float, but we munge into DWORD datatype)
rc = RegQueryValueEx( hkey, TEXT("fParticleSize"), NULL, &dwType, (BYTE*)&m_fParticleSize, &dwLength); DEFAULT_AND_BOUND_FLOAT(m_fParticleSize,0.15f,MIN_PARTICLE_SIZE,MAX_PARTICLE_SIZE);
// Read ColourMix
rc = RegQueryValueEx( hkey, TEXT("ColourMix"), NULL, &dwType, (BYTE*)&m_dwColourMix, &dwLength); DEFAULT_AND_BOUND(m_dwColourMix,0x2000,0,0x4000);
// Read Colours
rc = RegQueryValueEx( hkey, TEXT("Colour1"), NULL, &dwType, (BYTE*)&m_dwColour1, &dwLength); if ( rc != ERROR_SUCCESS ) m_dwColour1 = 0xffffff; else if ( m_dwColour1 != 0xffffffff ) m_dwColour1 &= 0x00ffffff; rc = RegQueryValueEx( hkey, TEXT("Colour2"), NULL, &dwType, (BYTE*)&m_dwColour2, &dwLength); if ( rc != ERROR_SUCCESS ) m_dwColour2 = 0xffffffff; else if ( m_dwColour2 != 0xffffffff ) m_dwColour2 &= 0x00ffffff; rc = RegQueryValueEx( hkey, TEXT("FixedColour1"), NULL, &dwType, (BYTE*)&m_dwFixedColour1, &dwLength); if ( rc != ERROR_SUCCESS ) m_dwFixedColour1 = 0xffffff; else m_dwFixedColour1 &= 0x00ffffff; rc = RegQueryValueEx( hkey, TEXT("FixedColour2"), NULL, &dwType, (BYTE*)&m_dwFixedColour2, &dwLength); if ( rc != ERROR_SUCCESS ) m_dwFixedColour2 = 0xffffff; else m_dwFixedColour2 &= 0x00ffffff;
// Read settings for screen setup (multimon gubbins)
ReadScreenSettings( hkey );
// Done
RegCloseKey( hkey ); } }
//**********************************************************************************
void CSwoosh::WriteSettings() { HKEY hkey; DWORD dwType = REG_DWORD; DWORD dwLength = sizeof(DWORD);
// Open our reg key
if( ERROR_SUCCESS == RegCreateKeyEx( HKEY_CURRENT_USER, TEXT("Software\\Microsoft\\Swoosh"), 0, NULL, REG_OPTION_NON_VOLATILE, KEY_ALL_ACCESS, NULL, &hkey, NULL ) ) { // Write out all the settings (we munge floats into DWORDs)
RegSetValueEx( hkey, TEXT("NumParticles"), NULL, REG_DWORD, (BYTE*)&m_dwNumParticles, sizeof(DWORD) ); RegSetValueEx( hkey, TEXT("ColourMix"), NULL, REG_DWORD, (BYTE*)&m_dwColourMix, sizeof(DWORD) ); RegSetValueEx( hkey, TEXT("Colour1"), NULL, REG_DWORD, (BYTE*)&m_dwColour1, sizeof(DWORD) ); RegSetValueEx( hkey, TEXT("Colour2"), NULL, REG_DWORD, (BYTE*)&m_dwColour2, sizeof(DWORD) ); RegSetValueEx( hkey, TEXT("fFlowRate"), NULL, REG_DWORD, (BYTE*)&m_fFlowRate, sizeof(DWORD) ); RegSetValueEx( hkey, TEXT("fRollRate"), NULL, REG_DWORD, (BYTE*)&m_fRollRate, sizeof(DWORD) ); RegSetValueEx( hkey, TEXT("fYawRate"), NULL, REG_DWORD, (BYTE*)&m_fYawRate, sizeof(DWORD) ); RegSetValueEx( hkey, TEXT("fParticleSize"), NULL, REG_DWORD, (BYTE*)&m_fParticleSize, sizeof(DWORD) ); RegSetValueEx( hkey, TEXT("FixedColour1"), NULL, REG_DWORD, (BYTE*)&m_dwFixedColour1, sizeof(DWORD) ); RegSetValueEx( hkey, TEXT("FixedColour2"), NULL, REG_DWORD, (BYTE*)&m_dwFixedColour2, sizeof(DWORD) );
// Write screen settings out (multimon gubbins)
WriteScreenSettings( hkey );
// Done
RegCloseKey( hkey ); } }
//**********************************************************************************
void CSwoosh::DoConfig() { // Make sure we've got the common controls we need loaded
InitCommonControls();
// Do the dialog box
DialogBox( m_hInstance , MAKEINTRESOURCE(IDD_SETTINGS) , NULL , ConfigDlgProcStub ); }
//**********************************************************************************
BOOL CALLBACK CSwoosh::ConfigDlgProcStub( HWND hDlg , UINT msg , WPARAM wParam , LPARAM lParam ) { return g_Swoosh.ConfigDlgProc( hDlg , msg , wParam , lParam ); }
//**********************************************************************************
BOOL CSwoosh::ConfigDlgProc( HWND hDlg , UINT msg , WPARAM wParam , LPARAM lParam ) { HWND hNumParticles = GetDlgItem( hDlg , IDC_NUM_PARTICLES ); HWND hColourMix = GetDlgItem( hDlg , IDC_COLOUR_MIX ); HWND hFlowRate = GetDlgItem( hDlg , IDC_FLOW_RATE ); HWND hRollRate = GetDlgItem( hDlg , IDC_ROLL_RATE ); HWND hYawRate = GetDlgItem( hDlg , IDC_YAW_RATE ); HWND hParticleSize = GetDlgItem( hDlg , IDC_PARTICLE_SIZE );
switch ( msg ) { case WM_INITDIALOG: // Set up ranges on the sliders. Map floats into integer range [0,10000]
SendMessage( hNumParticles , TBM_SETRANGE , FALSE , MAKELONG(0,MAX_PARTICLES) ); SendMessage( hColourMix , TBM_SETRANGE , FALSE , MAKELONG(0,0x4000) ); SendMessage( hFlowRate , TBM_SETRANGE , FALSE , MAKELONG(0,10000) ); SendMessage( hRollRate , TBM_SETRANGE , FALSE , MAKELONG(0,10000) ); SendMessage( hYawRate , TBM_SETRANGE , FALSE , MAKELONG(0,10000) ); SendMessage( hParticleSize , TBM_SETRANGE , FALSE , MAKELONG(0,10000) );
// Set initial values on the sliders
SendMessage( hNumParticles , TBM_SETPOS , TRUE , m_dwNumParticles ); SendMessage( hColourMix , TBM_SETPOS , TRUE , m_dwColourMix ); SendMessage( hFlowRate , TBM_SETPOS , TRUE , DWORD(m_fFlowRate * (10000.0f/MAX_FLOW_RATE)) ); SendMessage( hRollRate , TBM_SETPOS , TRUE , DWORD(m_fRollRate * (10000.0f/MAX_ROLL_RATE)) ); SendMessage( hYawRate , TBM_SETPOS , TRUE , DWORD(m_fYawRate * (10000.0f/MAX_YAW_RATE)) ); SendMessage( hParticleSize , TBM_SETPOS , TRUE , DWORD((m_fParticleSize-MIN_PARTICLE_SIZE)*(10000.0f/(MAX_PARTICLE_SIZE-MIN_PARTICLE_SIZE))) );
// Set up radio buttons for colour sets. Disable "pick.." button if multicoloured is selected
if ( m_dwColour1 == 0xffffffff ) { CheckRadioButton( hDlg , IDC_COLOUR1_MULTI , IDC_COLOUR1_FIXED , IDC_COLOUR1_MULTI ); EnableWindow( GetDlgItem( hDlg , IDC_COLOUR1_PICK ) , FALSE ); } else CheckRadioButton( hDlg , IDC_COLOUR1_MULTI , IDC_COLOUR1_FIXED , IDC_COLOUR1_FIXED );
if ( m_dwColour2 == 0xffffffff ) { CheckRadioButton( hDlg , IDC_COLOUR2_MULTI , IDC_COLOUR2_FIXED , IDC_COLOUR2_MULTI ); EnableWindow( GetDlgItem( hDlg , IDC_COLOUR2_PICK ) , FALSE ); } else CheckRadioButton( hDlg , IDC_COLOUR2_MULTI , IDC_COLOUR2_FIXED , IDC_COLOUR2_FIXED );
return FALSE;
case WM_COMMAND: switch ( LOWORD(wParam) ) { case IDOK: ExtractDialogSettings( hDlg ); WriteSettings(); EndDialog( hDlg , IDOK ); break;
case IDCANCEL: EndDialog( hDlg , IDCANCEL ); break;
case IDC_SCREEN_SETTINGS: DoScreenSettingsDialog( hDlg ); break;
case IDC_COLOUR1_MULTI: EnableWindow( GetDlgItem( hDlg , IDC_COLOUR1_PICK ) , FALSE ); break;
case IDC_COLOUR2_MULTI: EnableWindow( GetDlgItem( hDlg , IDC_COLOUR2_PICK ) , FALSE ); break;
case IDC_COLOUR1_FIXED: EnableWindow( GetDlgItem( hDlg , IDC_COLOUR1_PICK ) , TRUE ); break;
case IDC_COLOUR2_FIXED: EnableWindow( GetDlgItem( hDlg , IDC_COLOUR2_PICK ) , TRUE ); break;
case IDC_COLOUR1_PICK: m_dwFixedColour1 = PickColour( hDlg , m_dwFixedColour1 ); break;
case IDC_COLOUR2_PICK: m_dwFixedColour2 = PickColour( hDlg , m_dwFixedColour2 ); break; } return TRUE;
default: return FALSE; } }
//**********************************************************************************
DWORD CSwoosh::PickColour( HWND hParent , DWORD defcolour ) { CHOOSECOLOR choose; static COLORREF custom[16];
choose.lStructSize = sizeof(choose); choose.hwndOwner = hParent; choose.rgbResult = ((defcolour&0xff)<<16)|((defcolour&0xff00))|((defcolour&0xff0000)>>16); choose.lpCustColors = custom; choose.Flags = CC_ANYCOLOR|CC_FULLOPEN|CC_RGBINIT;
if ( ChooseColor( &choose ) ) return ((choose.rgbResult&0xff)<<16)|((choose.rgbResult&0xff00)|(choose.rgbResult&0xff0000)>>16); else return defcolour; }
//**********************************************************************************
void CSwoosh::ExtractDialogSettings( HWND hDlg ) { HWND hNumParticles = GetDlgItem( hDlg , IDC_NUM_PARTICLES ); HWND hColourMix = GetDlgItem( hDlg , IDC_COLOUR_MIX ); HWND hFlowRate = GetDlgItem( hDlg , IDC_FLOW_RATE ); HWND hRollRate = GetDlgItem( hDlg , IDC_ROLL_RATE ); HWND hYawRate = GetDlgItem( hDlg , IDC_YAW_RATE ); HWND hParticleSize = GetDlgItem( hDlg , IDC_PARTICLE_SIZE );
float f;
m_dwNumParticles = SendMessage( hNumParticles , TBM_GETPOS , 0 , 0 ); m_dwColourMix = SendMessage( hColourMix , TBM_GETPOS , 0 , 0 );
f = (float)SendMessage( hFlowRate , TBM_GETPOS , 0 , 0 ); m_fFlowRate = f * (MAX_FLOW_RATE/10000.0f);
f = (float)SendMessage( hRollRate , TBM_GETPOS , 0 , 0 ); m_fRollRate = f * (MAX_ROLL_RATE/10000.0f);
f = (float)SendMessage( hYawRate , TBM_GETPOS , 0 , 0 ); m_fYawRate = f * (MAX_YAW_RATE/10000.0f);
f = (float)SendMessage( hParticleSize , TBM_GETPOS , 0 , 0 ); m_fParticleSize = (f * ((MAX_PARTICLE_SIZE-MIN_PARTICLE_SIZE)/10000.0f)) + MIN_PARTICLE_SIZE;
if ( IsDlgButtonChecked( hDlg , IDC_COLOUR1_MULTI ) ) m_dwColour1 = 0xffffffff; else m_dwColour1 = m_dwFixedColour1;
if ( IsDlgButtonChecked( hDlg , IDC_COLOUR2_MULTI ) ) m_dwColour2 = 0xffffffff; else m_dwColour2 = m_dwFixedColour2; }
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