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Screensavers...

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OK, maybe i missed this somewhere, but how do you turn a program into a screen saver. I am turning my 4th dimensional cube into a saver for my teacher, and home, but i need to know how. Can sombody please help.

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At [1] you''ll find everything you need.

Bjørn.

[1] http://www.wischik.com/scr/

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Well, after reading the WHOLE site, i can safely say that i was more lost then when i began!! I have it all set up, i just need to know how to make it .scr file!

help...

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Guest Anonymous Poster
soreno: where is the full source? I don''t see any messageboxes or anything...

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Clock.rc
in msvc goto the ressourceview..

Edited by - soreno on November 24, 2001 8:22:50 AM

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feagle814, its actually pretty funny. I knew that you could just rename it, but when it ran as a SS, it really REALLY went slow, maybe its just me, but I need some more effecient code, im sure it has to do with the formate of the project.

Holla

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DarkHunter> it isn't enough to just rename a exe to scr. you have to make sure that only one instance of your program can run at a time, else windows will start your screensaver multiple time (slowing it down..)

there are many ways to make sure that only one instance is allowed, and i don't which is the most correct. However the first lines in my "WinMain" are:

//Only one instance accepted
HANDLE handle;
handle = CreateMutex(NULL, FALSE, "myDamnScreensaver!");
if(GetLastError()==ERROR_ALREADY_EXISTS)
{
//Exit!
return 0;
}


Edited by - soreno on November 25, 2001 6:06:55 AM

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Ok, i checked with the Clock Source, and it doesn't make any sense to me. I mine as well just rewrite my own, which i dont know how to do. Here is waht i have, just tell me how to put it into screen savor form.
    
#include <windows.h> // Header File For Windows


#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



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


bool keys[256]; // Array Used For The Keyboard Routine

bool active=TRUE; // Window Active Flag Set To TRUE By Default

bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default

bool direction=TRUE; // Check is squares are at max

bool cl;
bool sp;
bool color;
bool spin;

GLfloat oedgef = 2.0;
GLfloat iedgef = 0.5;
GLfloat xrot;
GLfloat yrot;
GLfloat speed = .001;
GLfloat xspeed;
GLfloat yspeed;
GLfloat zoomf = -10.0;

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc


GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window

{
if (height==0) // Prevent A Divide By Zero By

{
height=1; // Making Height Equal One

}

glViewport(0,0,width,height); // Reset The Current Viewport


glMatrixMode(GL_PROJECTION); // Select The Projection Matrix

glLoadIdentity(); // Reset The Projection Matrix


// Calculate The Aspect Ratio Of The Window

gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix

glLoadIdentity(); // Reset The Modelview Matrix

}

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

glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); // Set wire Mode

return TRUE; // Initialization Went OK

}

int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing

{

if (color == true)
{

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer

glLoadIdentity();
glTranslatef(.0f,0.0f,zoomf);

glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
glBegin(GL_QUADS);

glColor3f(1.0f,0.0f,0.0f);

glVertex3f( iedgef, iedgef,-iedgef);
glVertex3f(-iedgef, iedgef,-iedgef);
glVertex3f(-oedgef, oedgef,-oedgef);
glVertex3f( oedgef, oedgef,-oedgef);

glVertex3f(-iedgef, iedgef, iedgef);
glVertex3f( iedgef, iedgef, iedgef);
glVertex3f( oedgef, oedgef, oedgef);
glVertex3f(-oedgef, oedgef, oedgef);

glVertex3f( iedgef,-iedgef, iedgef);
glVertex3f(-iedgef,-iedgef, iedgef);
glVertex3f(-oedgef,-oedgef, oedgef);
glVertex3f( oedgef,-oedgef, oedgef);

glVertex3f(-iedgef,-iedgef,-iedgef);
glVertex3f( iedgef,-iedgef,-iedgef);
glVertex3f( oedgef,-oedgef,-oedgef);
glVertex3f(-oedgef,-oedgef,-oedgef);

glColor3f(0.0f,0.0f,1.0f);

glVertex3f( iedgef, iedgef,-iedgef);// Top Right Of The Quad (Top)

glVertex3f(-iedgef, iedgef,-iedgef);// Top Left Of The Quad (Top)

glVertex3f(-iedgef, iedgef, iedgef);// Bottom Left Of The Quad (Top)

glVertex3f( iedgef, iedgef, iedgef);// Bottom Right Of The Quad (Top)


glVertex3f( iedgef,-iedgef, iedgef);// Top Left Of The Quad (Bottom)

glVertex3f(-iedgef,-iedgef, iedgef);// Top Right Of The Quad (Bottom)

glVertex3f(-iedgef,-iedgef,-iedgef);// Bottom Left Of The Quad (Bottom)

glVertex3f( iedgef,-iedgef,-iedgef);// Bottom Right Of The Quad (Bottom)


glVertex3f( iedgef, iedgef, iedgef);// Top Right Of The Quad (Front)

glVertex3f(-iedgef, iedgef, iedgef);// Top Left Of The Quad (Front)

glVertex3f(-iedgef,-iedgef, iedgef);// Bottom Left Of The Quad (Front)

glVertex3f( iedgef,-iedgef, iedgef);// Bottom Right Of The Quad (Front)


glVertex3f( iedgef,-iedgef,-iedgef);// Top Right Of The Quad (Back)

glVertex3f(-iedgef,-iedgef,-iedgef);// Top Left Of The Quad (Back)

glVertex3f(-iedgef, iedgef,-iedgef);// Bottom Left Of The Quad (Back)

glVertex3f( iedgef, iedgef,-iedgef);// Bottom Right Of The Quad (Back)


glVertex3f(-iedgef, iedgef, iedgef);// Top Right Of The Quad (Left)

glVertex3f(-iedgef, iedgef,-iedgef);// Top Left Of The Quad (Left)

glVertex3f(-iedgef,-iedgef,-iedgef);// Bottom Left Of The Quad (Left)

glVertex3f(-iedgef,-iedgef, iedgef);// Bottom Right Of The Quad (Left)


glVertex3f( iedgef, iedgef,-iedgef);// Top Right Of The Quad (Right)

glVertex3f( iedgef, iedgef, iedgef);// Top Left Of The Quad (Right)

glVertex3f( iedgef,-iedgef, iedgef);// Bottom Left Of The Quad (Right)

glVertex3f( iedgef,-iedgef,-iedgef);// Bottom Right Of The Quad (Right)


glColor3f(0.0f,1.0f,0.0f);

glVertex3f( oedgef, oedgef,-oedgef);// Top Right Of The Quad (Top)

glVertex3f(-oedgef, oedgef,-oedgef);// Top Left Of The Quad (Top)

glVertex3f(-oedgef, oedgef, oedgef);// Bottom Left Of The Quad (Top)

glVertex3f( oedgef, oedgef, oedgef);// Bottom Right Of The Quad (Top)


glVertex3f( oedgef,-oedgef, oedgef);// Top Left Of The Quad (Bottom)

glVertex3f(-oedgef,-oedgef, oedgef);// Top Right Of The Quad (Bottom)

glVertex3f(-oedgef,-oedgef,-oedgef);// Bottom Left Of The Quad (Bottom)

glVertex3f( oedgef,-oedgef,-oedgef);// Bottom Right Of The Quad (Bottom)


glVertex3f( oedgef, oedgef, oedgef);// Top Right Of The Quad (Front)

glVertex3f(-oedgef, oedgef, oedgef);// Top Left Of The Quad (Front)

glVertex3f(-oedgef,-oedgef, oedgef);// Bottom Left Of The Quad (Front)

glVertex3f( oedgef,-oedgef, oedgef);// Bottom Right Of The Quad (Front)


glVertex3f( oedgef,-oedgef,-oedgef);// Top Right Of The Quad (Back)

glVertex3f(-oedgef,-oedgef,-oedgef);// Top Left Of The Quad (Back)

glVertex3f(-oedgef, oedgef,-oedgef);// Bottom Left Of The Quad (Back)

glVertex3f( oedgef, oedgef,-oedgef);// Bottom Right Of The Quad (Back)


glVertex3f(-oedgef, oedgef, oedgef);// Top Right Of The Quad (Left)

glVertex3f(-oedgef, oedgef,-oedgef);// Top Left Of The Quad (Left)

glVertex3f(-oedgef,-oedgef,-oedgef);// Bottom Left Of The Quad (Left)

glVertex3f(-oedgef,-oedgef, oedgef);// Bottom Right Of The Quad (Left)


glVertex3f( oedgef, oedgef,-oedgef);// Top Right Of The Quad (Right)

glVertex3f( oedgef, oedgef, oedgef);// Top Left Of The Quad (Right)

glVertex3f( oedgef,-oedgef, oedgef);// Bottom Left Of The Quad (Right)

glVertex3f( oedgef,-oedgef,-oedgef);// Bottom Right Of The Quad (Right)



glEnd();
}

if (color == false)
{

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer

glLoadIdentity();
glTranslatef(.0f,0.0f,zoomf);

glColor3f(1.0f,1.0f,1.0f);

glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
glBegin(GL_QUADS);

glVertex3f( iedgef, iedgef,-iedgef);
glVertex3f(-iedgef, iedgef,-iedgef);
glVertex3f(-oedgef, oedgef,-oedgef);
glVertex3f( oedgef, oedgef,-oedgef);

glVertex3f(-iedgef, iedgef, iedgef);
glVertex3f( iedgef, iedgef, iedgef);
glVertex3f( oedgef, oedgef, oedgef);
glVertex3f(-oedgef, oedgef, oedgef);

glVertex3f( iedgef,-iedgef, iedgef);
glVertex3f(-iedgef,-iedgef, iedgef);
glVertex3f(-oedgef,-oedgef, oedgef);
glVertex3f( oedgef,-oedgef, oedgef);

glVertex3f(-iedgef,-iedgef,-iedgef);
glVertex3f( iedgef,-iedgef,-iedgef);
glVertex3f( oedgef,-oedgef,-oedgef);
glVertex3f(-oedgef,-oedgef,-oedgef);

glVertex3f( iedgef, iedgef,-iedgef);// Top Right Of The Quad (Top)

glVertex3f(-iedgef, iedgef,-iedgef);// Top Left Of The Quad (Top)

glVertex3f(-iedgef, iedgef, iedgef);// Bottom Left Of The Quad (Top)

glVertex3f( iedgef, iedgef, iedgef);// Bottom Right Of The Quad (Top)


glVertex3f( iedgef,-iedgef, iedgef);// Top Left Of The Quad (Bottom)

glVertex3f(-iedgef,-iedgef, iedgef);// Top Right Of The Quad (Bottom)

glVertex3f(-iedgef,-iedgef,-iedgef);// Bottom Left Of The Quad (Bottom)

glVertex3f( iedgef,-iedgef,-iedgef);// Bottom Right Of The Quad (Bottom)


glVertex3f( iedgef, iedgef, iedgef);// Top Right Of The Quad (Front)

glVertex3f(-iedgef, iedgef, iedgef);// Top Left Of The Quad (Front)

glVertex3f(-iedgef,-iedgef, iedgef);// Bottom Left Of The Quad (Front)

glVertex3f( iedgef,-iedgef, iedgef);// Bottom Right Of The Quad (Front)


glVertex3f( iedgef,-iedgef,-iedgef);// Top Right Of The Quad (Back)

glVertex3f(-iedgef,-iedgef,-iedgef);// Top Left Of The Quad (Back)

glVertex3f(-iedgef, iedgef,-iedgef);// Bottom Left Of The Quad (Back)

glVertex3f( iedgef, iedgef,-iedgef);// Bottom Right Of The Quad (Back)


glVertex3f(-iedgef, iedgef, iedgef);// Top Right Of The Quad (Left)

glVertex3f(-iedgef, iedgef,-iedgef);// Top Left Of The Quad (Left)

glVertex3f(-iedgef,-iedgef,-iedgef);// Bottom Left Of The Quad (Left)

glVertex3f(-iedgef,-iedgef, iedgef);// Bottom Right Of The Quad (Left)


glVertex3f( iedgef, iedgef,-iedgef);// Top Right Of The Quad (Right)

glVertex3f( iedgef, iedgef, iedgef);// Top Left Of The Quad (Right)

glVertex3f( iedgef,-iedgef, iedgef);// Bottom Left Of The Quad (Right)

glVertex3f( iedgef,-iedgef,-iedgef);// Bottom Right Of The Quad (Right)


glVertex3f( oedgef, oedgef,-oedgef);// Top Right Of The Quad (Top)

glVertex3f(-oedgef, oedgef,-oedgef);// Top Left Of The Quad (Top)

glVertex3f(-oedgef, oedgef, oedgef);// Bottom Left Of The Quad (Top)

glVertex3f( oedgef, oedgef, oedgef);// Bottom Right Of The Quad (Top)


glVertex3f( oedgef,-oedgef, oedgef);// Top Left Of The Quad (Bottom)

glVertex3f(-oedgef,-oedgef, oedgef);// Top Right Of The Quad (Bottom)

glVertex3f(-oedgef,-oedgef,-oedgef);// Bottom Left Of The Quad (Bottom)

glVertex3f( oedgef,-oedgef,-oedgef);// Bottom Right Of The Quad (Bottom)


glVertex3f( oedgef, oedgef, oedgef);// Top Right Of The Quad (Front)

glVertex3f(-oedgef, oedgef, oedgef);// Top Left Of The Quad (Front)

glVertex3f(-oedgef,-oedgef, oedgef);// Bottom Left Of The Quad (Front)

glVertex3f( oedgef,-oedgef, oedgef);// Bottom Right Of The Quad (Front)


glVertex3f( oedgef,-oedgef,-oedgef);// Top Right Of The Quad (Back)

glVertex3f(-oedgef,-oedgef,-oedgef);// Top Left Of The Quad (Back)

glVertex3f(-oedgef, oedgef,-oedgef);// Bottom Left Of The Quad (Back)

glVertex3f( oedgef, oedgef,-oedgef);// Bottom Right Of The Quad (Back)


glVertex3f(-oedgef, oedgef, oedgef);// Top Right Of The Quad (Left)

glVertex3f(-oedgef, oedgef,-oedgef);// Top Left Of The Quad (Left)

glVertex3f(-oedgef,-oedgef,-oedgef);// Bottom Left Of The Quad (Left)

glVertex3f(-oedgef,-oedgef, oedgef);// Bottom Right Of The Quad (Left)


glVertex3f( oedgef, oedgef,-oedgef);// Top Right Of The Quad (Right)

glVertex3f( oedgef, oedgef, oedgef);// Top Left Of The Quad (Right)

glVertex3f( oedgef,-oedgef, oedgef);// Bottom Left Of The Quad (Right)

glVertex3f( oedgef,-oedgef,-oedgef);// Bottom Right Of The Quad (Right)




glEnd(); //End of HyperCube

}



return TRUE; // Keep Going

}


GLvoid KillGLWindow(GLvoid) // Properly Kill The Window

{
if (fullscreen) // Are We In Fullscreen Mode?

{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop

ShowCursor(TRUE); // 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

}

if (!UnregisterClass("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

}
}

/* 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 fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match

WNDCLASS wc; // Windows Class Structure

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


fullscreen=fullscreenflag; // Set The Global Fullscreen Flag


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 = "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

}

if (fullscreen) // Attempt Fullscreen Mode?

{
DEVMODE dmScreenSettings; // Device Mode

memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared

dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure

dmScreenSettings.dmPelsWidth = width; // Selected Screen Width

dmScreenSettings.dmPelsHeight = height; // Selected Screen Height

dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel

dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.

if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.

if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE

}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.

MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE; // Return FALSE

}
}
}

if (fullscreen) // Are We Still In Fullscreen Mode?

{
dwExStyle=WS_EX_APPWINDOW; // Window Extended Style

dwStyle=WS_POPUP; // Windows Style

ShowCursor(FALSE); // Hide Mouse Pointer

}
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

"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

}

ShowWindow(hWnd,SW_SHOW); // 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

{
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?

case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?

return 0; // Prevent From Happening

}
break; // Exit

}

case WM_CLOSE: // Did We Receive A Close Message?

{
PostQuitMessage(0); // Send A Quit Message

return 0; // Jump Back

}

case WM_KEYDOWN: // Is A Key Being Held Down?

{
keys[wParam] = TRUE; // If So, Mark It As TRUE

return 0; // Jump Back

}

case WM_KEYUP: // Has A Key Been Released?

{
keys[wParam] = FALSE; // If So, Mark It As FALSE

return 0; // Jump Back

}

case WM_SIZE: // Resize The OpenGL Window

{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height

return 0; // Jump Back

}
}

// Pass All Unhandled Messages To DefWindowProc

return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

int WINAPI WinMain( HINSTANCE hInstance, // Instance

HINSTANCE hPrevInstance, // Previous Instance

LPSTR lpCmdLine, // Command Line Parameters

int nCmdShow) // Window Show State

{
// Ask The User Which Screen Mode They Prefer

fullscreen = true;

// Create Our OpenGL Window

if (!CreateGLWindow("HyperCube",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created

}

while(!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?

{
done=TRUE; // If So done=TRUE

}
else // If Not, Deal With Window Messages

{
TranslateMessage(&msg); // Translate The Message

DispatchMessage(&msg); // Dispatch The Message

}
}
else // If There Are No Messages

{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()

if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?

{
done=TRUE; // ESC or DrawGLScene Signalled A Quit

}
else // Not Time To Quit, Update Screen

{
SwapBuffers(hDC); // Swap Buffers (Double Buffering)

}
if (oedgef >= 2.0) //

{
direction = true;
}
if(oedgef <= 0.5)
{
direction = false;
}
if (direction == true)
{
oedgef-=speed;
iedgef+=speed;
}
if (direction == false)
{
oedgef+=speed;
iedgef-=speed;
}

// EVERYTHING BELOW HERE IS FOR KEY PRESS

// CHANGING ANGLE, SPPEDS, SPIN

if(keys['S'])
{
spin = !spin;
}

if(keys['D'])
{
xrot = 0.0;
yrot = 0.0;
xspeed = 0.0;
yspeed = 0.0;
speed = .001;
zoomf = -10.0;
color = false;
spin = false;
}
if(keys[VK_INSERT] && zoomf <= 0.0)
{
zoomf += .01;
}
if(keys[VK_DELETE] && zoomf >= -50.0)
{
zoomf -= .01;
}
if(keys['C'] && !cl)
{
cl = true;
color = !color;
}
if (!keys['C'])
{
cl = false;
}
if(keys['S'] && !sp)
{
sp = true;
spin = !spin;
}
if (!keys['S'])
{
sp = false;
}
if(keys[VK_PRIOR] && speed <= .01)
{
speed += .00001;
}
if(keys[VK_NEXT] && speed >= 0.0)
{
speed -= .00001;
}
if(keys[VK_UP] && xspeed <= 1.0)
{
xspeed -= .001;
}
if(keys[VK_DOWN] && xspeed >= -1.0)
{
xspeed += .001;
}
if(keys[VK_RIGHT] && yspeed <= 1.0)
{
yspeed += .001;
}
if(keys[VK_LEFT] && yspeed >= -1.0)
{
yspeed -= .001;
}
xrot += xspeed;
yrot += yspeed;
if (spin == false) // Slow Down if not in spin mode

{


if (xspeed > 0.0)
{
xspeed -= .0005;
}
if (yspeed > 0.0)
{
yspeed -= .0005;
}
if (xspeed < 0.0)
{
xspeed += .0005;
}
if (yspeed < 0.0)
{
yspeed += .0005;
}
}
if (keys[VK_F1]) // Is F1 Being Pressed?

{
keys[VK_F1]=FALSE; // If So Make Key FALSE

KillGLWindow(); // Kill Our Current Window

fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode

// Recreate Our OpenGL Window

if (!CreateGLWindow("HyperCube",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created

}
}
}
}

// Shutdown

KillGLWindow(); // Kill The Window

return (msg.wParam); // Exit The Program

}



Ok, i did make lesson 5 my base for this, and edited it to what i needed. And i can easily take it out so when a key is pressed it ends, compiled it looks petty kewl. My actually source for the actually ss (with mouse and key press shutdown) is at my work, and i am not going back till next friday. If anybody wants to read through it all, and could help me then i would be very grateful.



Edited by - DarkHunter on November 25, 2001 8:51:03 PM

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