Source code of Windows XP (NT5)
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//-----------------------------------------------------------------------------
// File: D3DSaver.h
//
// Desc: Framework for screensavers that use Direct3D 8.0.
//
// Copyright (c) 2000 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#ifndef _D3DSAVER_H
#define _D3DSAVER_H
//-----------------------------------------------------------------------------
// Error codes
//-----------------------------------------------------------------------------
enum APPMSGTYPE { MSG_NONE, MSGERR_APPMUSTEXIT, MSGWARN_SWITCHEDTOREF };
#define D3DAPPERR_NODIRECT3D 0x82000001
#define D3DAPPERR_NOWINDOW 0x82000002
#define D3DAPPERR_NOCOMPATIBLEDEVICES 0x82000003
#define D3DAPPERR_NOWINDOWABLEDEVICES 0x82000004
#define D3DAPPERR_NOHARDWAREDEVICE 0x82000005
#define D3DAPPERR_HALNOTCOMPATIBLE 0x82000006
#define D3DAPPERR_NOWINDOWEDHAL 0x82000007
#define D3DAPPERR_NODESKTOPHAL 0x82000008
#define D3DAPPERR_NOHALTHISMODE 0x82000009
#define D3DAPPERR_NONZEROREFCOUNT 0x8200000a
#define D3DAPPERR_MEDIANOTFOUND 0x8200000b
#define D3DAPPERR_RESIZEFAILED 0x8200000c
#define D3DAPPERR_INITDEVICEOBJECTSFAILED 0x8200000d
#define D3DAPPERR_CREATEDEVICEFAILED 0x8200000e
#define D3DAPPERR_NOPREVIEW 0x8200000f
//-----------------------------------------------------------------------------
// Constants
//-----------------------------------------------------------------------------
#define MAX_DISPLAYS 9
#define NO_ADAPTER 0xffffffff
#define NO_MONITOR 0xffffffff
//***************************************************************************************
// Modes of operation for screensaver
enum SaverMode
{
sm_config, // Config dialog box
sm_preview, // Mini preview window in Display Properties dialog
sm_full, // Full-on screensaver mode
sm_test, // Test mode
sm_passwordchange // Change password
};
// Prototype for VerifyScreenSavePwd() in password.cpl, used on Win9x
typedef BOOL (PASCAL * VERIFYPWDPROC) (HWND);
//-----------------------------------------------------------------------------
// Name: struct D3DModeInfo
// Desc: Structure for holding information about a display mode
//-----------------------------------------------------------------------------
struct D3DModeInfo
{
DWORD Width; // Screen width in this mode
DWORD Height; // Screen height in this mode
D3DFORMAT Format; // Pixel format in this mode
DWORD dwBehavior; // Hardware / Software / Mixed vertex processing
D3DFORMAT DepthStencilFormat; // Which depth/stencil format to use with this mode
};
//-----------------------------------------------------------------------------
// Name: struct D3DWindowedModeInfo
// Desc: Structure for holding information about a display mode
//-----------------------------------------------------------------------------
struct D3DWindowedModeInfo
{
D3DFORMAT DisplayFormat;
D3DFORMAT BackBufferFormat;
DWORD dwBehavior; // Hardware / Software / Mixed vertex processing
D3DFORMAT DepthStencilFormat; // Which depth/stencil format to use with this mode
};
//-----------------------------------------------------------------------------
// Name: struct D3DDeviceInfo
// Desc: Structure for holding information about a Direct3D device, including
// a list of modes compatible with this device
//-----------------------------------------------------------------------------
struct D3DDeviceInfo
{
// Device data
D3DDEVTYPE DeviceType; // Reference, HAL, etc.
D3DCAPS8 d3dCaps; // Capabilities of this device
const TCHAR* strDesc; // Name of this device
BOOL bCanDoWindowed; // Whether this device can work in windowed mode
// Modes for this device
DWORD dwNumModes;
D3DModeInfo modes[150];
// Current state
DWORD dwCurrentMode;
BOOL bWindowed;
D3DMULTISAMPLE_TYPE MultiSampleType;
};
//-----------------------------------------------------------------------------
// Name: struct D3DAdapterInfo
// Desc: Structure for holding information about an adapter, including a list
// of devices available on this adapter
//-----------------------------------------------------------------------------
struct D3DAdapterInfo
{
// Adapter data
DWORD iMonitor; // Which MonitorInfo corresponds to this adapter
D3DADAPTER_IDENTIFIER8 d3dAdapterIdentifier;
D3DDISPLAYMODE d3ddmDesktop; // Desktop display mode for this adapter
// Devices for this adapter
DWORD dwNumDevices;
D3DDeviceInfo devices[3];
BOOL bHasHAL;
BOOL bHasAppCompatHAL;
BOOL bHasSW;
BOOL bHasAppCompatSW;
// User's preferred mode settings for this adapter
DWORD dwUserPrefWidth;
DWORD dwUserPrefHeight;
D3DFORMAT d3dfmtUserPrefFormat;
BOOL bLeaveBlack; // If TRUE, don't render to this display
BOOL bDisableHW; // If TRUE, don't use HAL on this display
// Current state
DWORD dwCurrentDevice;
HWND hWndDevice;
};
//-----------------------------------------------------------------------------
// Name: struct MonitorInfo
// Desc: Structure for holding information about a monitor
//-----------------------------------------------------------------------------
struct MonitorInfo
{
TCHAR strDeviceName[128];
TCHAR strMonitorName[128];
HMONITOR hMonitor;
RECT rcScreen;
DWORD iAdapter; // Which D3DAdapterInfo corresponds to this monitor
HWND hWnd;
// Error message state
FLOAT xError;
FLOAT yError;
FLOAT widthError;
FLOAT heightError;
FLOAT xVelError;
FLOAT yVelError;
};
//-----------------------------------------------------------------------------
// Name: struct RenderUnit
// Desc:
//-----------------------------------------------------------------------------
struct RenderUnit
{
UINT iAdapter;
UINT iMonitor;
D3DDEVTYPE DeviceType; // Reference, HAL, etc.
DWORD dwBehavior;
IDirect3DDevice8* pd3dDevice;
D3DPRESENT_PARAMETERS d3dpp;
BOOL bDeviceObjectsInited; // InitDeviceObjects was called
BOOL bDeviceObjectsRestored; // RestoreDeviceObjects was called
TCHAR strDeviceStats[90];// String to hold D3D device stats
TCHAR strFrameStats[40]; // String to hold frame stats
};
//-----------------------------------------------------------------------------
// Name: class CD3DScreensaver
// Desc: D3D screensaver class
//-----------------------------------------------------------------------------
class CD3DScreensaver
{
public:
CD3DScreensaver();
virtual HRESULT Create( HINSTANCE hInstance );
virtual INT Run();
HRESULT DisplayErrorMsg( HRESULT hr, DWORD dwType = 0 );
protected:
SaverMode ParseCommandLine( TCHAR* pstrCommandLine );
VOID ChangePassword();
HRESULT DoSaver();
virtual VOID DoConfig() { }
virtual VOID ReadSettings() {};
VOID ReadScreenSettings( HKEY hkeyParent );
VOID WriteScreenSettings( HKEY hkeyParent );
virtual VOID DoPaint( HWND hwnd, HDC hdc );
HRESULT Initialize3DEnvironment();
VOID Cleanup3DEnvironment();
HRESULT Render3DEnvironment();
static LRESULT CALLBACK SaverProcStub( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
virtual LRESULT SaverProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
VOID InterruptSaver();
VOID ShutdownSaver();
VOID DoScreenSettingsDialog( HWND hwndParent );
static INT_PTR CALLBACK ScreenSettingsDlgProcStub( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
INT_PTR ScreenSettingsDlgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
VOID SetupAdapterPage(HWND hWnd);
HRESULT CreateSaverWindow();
HRESULT BuildDeviceList();
BOOL FindDepthStencilFormat( UINT iAdapter, D3DDEVTYPE DeviceType,
D3DFORMAT TargetFormat, D3DFORMAT* pDepthStencilFormat );
HRESULT CheckWindowedFormat( UINT iAdapter, D3DWindowedModeInfo* pD3DWindowedModeInfo );
HRESULT CreateFullscreenRenderUnit( RenderUnit* pRenderUnit );
HRESULT CreateWindowedRenderUnit( RenderUnit* pRenderUnit );
BOOL FindNextLowerMode( D3DDeviceInfo* pD3DDeviceInfo );
VOID SwitchToRenderUnit( UINT iRenderUnit );
HRESULT SetProjectionMatrix( FLOAT fNear, FLOAT fFar );
virtual VOID UpdateDeviceStats();
virtual VOID UpdateFrameStats();
virtual BOOL GetTextForError( HRESULT hr, TCHAR* pszError, DWORD dwNumChars );
VOID UpdateErrorBox();
VOID EnumMonitors( VOID );
BOOL GetBestAdapter( DWORD* piAdapter );
virtual VOID SetDevice( UINT iDevice ) { }
virtual HRESULT RegisterSoftwareDevice() { return S_OK; }
virtual HRESULT ConfirmDevice(D3DCAPS8* pCaps, DWORD dwBehavior,
D3DFORMAT fmtBackBuffer) { return S_OK; }
virtual HRESULT ConfirmMode( LPDIRECT3DDEVICE8 pd3dDev ) { return S_OK; }
virtual HRESULT OneTimeSceneInit() { return S_OK; }
virtual HRESULT InitDeviceObjects() { return S_OK; }
virtual HRESULT RestoreDeviceObjects() { return S_OK; }
virtual HRESULT FrameMove() { return S_OK; }
virtual HRESULT Render() { return S_OK; }
virtual HRESULT InvalidateDeviceObjects() { return S_OK; }
virtual HRESULT DeleteDeviceObjects() { return S_OK; }
virtual HRESULT FinalCleanup() { return S_OK; }
protected:
SaverMode m_SaverMode; // sm_config, sm_full, sm_preview, etc.
BOOL m_bAllScreensSame; // If TRUE, show same image on all screens
HWND m_hWnd; // Focus window and device window on primary
HWND m_hWndParent;
HINSTANCE m_hInstance;
BOOL m_bWaitForInputIdle; // Used to pause when preview starts
DWORD m_dwSaverMouseMoveCount;
BOOL m_bIs9x;
HINSTANCE m_hPasswordDLL;
VERIFYPWDPROC m_VerifySaverPassword;
BOOL m_bCheckingSaverPassword;
BOOL m_bWindowed;
// Variables for non-fatal error management
BOOL m_bErrorMode; // Whether to display an error
HRESULT m_hrError; // Error code to display
TCHAR m_szError[400]; // Error message text
MonitorInfo m_Monitors[MAX_DISPLAYS];
DWORD m_dwNumMonitors;
RenderUnit m_RenderUnits[MAX_DISPLAYS];
DWORD m_dwNumRenderUnits;
D3DAdapterInfo* m_Adapters[MAX_DISPLAYS];
DWORD m_dwNumAdapters;
IDirect3D8* m_pD3D;
IDirect3DDevice8* m_pd3dDevice; // Current D3D device
RECT m_rcRenderTotal; // Rect of entire area to be rendered
RECT m_rcRenderCurDevice; // Rect of render area of current device
D3DSURFACE_DESC m_d3dsdBackBuffer; // Info on back buffer for current device
TCHAR m_strWindowTitle[200]; // Title for the app's window
BOOL m_bAllowRef; // Whether to allow REF D3D device
BOOL m_bUseDepthBuffer; // Whether to autocreate depthbuffer
BOOL m_bMultithreaded; // Whether to make D3D thread-safe
BOOL m_bOneScreenOnly; // Only ever show screensaver on one screen
TCHAR m_strRegPath[200]; // Where to store registry info
DWORD m_dwMinDepthBits; // Minimum number of bits needed in depth buffer
DWORD m_dwMinStencilBits; // Minimum number of bits needed in stencil buffer
D3DSWAPEFFECT m_SwapEffectFullscreen; // SwapEffect to use in fullscreen Present()
D3DSWAPEFFECT m_SwapEffectWindowed; // SwapEffect to use in windowed Present()
// Variables for timing
FLOAT m_fTime; // Current time in seconds
FLOAT m_fElapsedTime; // Time elapsed since last frame
FLOAT m_fFPS; // Instanteous frame rate
TCHAR m_strDeviceStats[90];// D3D device stats for current device
TCHAR m_strFrameStats[40]; // Frame stats for current device
};
#endif