Source code of Windows XP (NT5)
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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;
}