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📄 matrix.c

📁 ReactOS是一些高手根据Windows XP的内核编写出的类XP。内核实现机理和API函数调用几乎相同。甚至可以兼容XP的程序。喜欢研究系统内核的人可以看一看。
💻 C
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//
//	matrix.c
//
//	Matrix-window implementation
//
#include <windows.h>
#include <windowsx.h>
#include <tchar.h>
#include "globals.h"
#include "message.h"
#include "matrix.h"
#include "resource.h"

void DoMatrixMessage(HDC hdc, MATRIX *matrix);

// pseudo-random number generator, based on 16bit CRC algorithm
static WORD _crc_reg = 0;
int crc_rand()
{
	const  WORD mask = 0xb400;

	if(_crc_reg & 1)
		_crc_reg = (_crc_reg >> 1) ^ mask;
	else
		_crc_reg = (_crc_reg >> 1);

	return _crc_reg;
}

int GlyphIntensity(GLYPH glyph)
{
	return (int)((glyph & 0x7f00) >> 8);
}

GLYPH DarkenGlyph(GLYPH glyph)
{
	int intensity = GlyphIntensity(glyph);
	
	if(intensity > 0)
		return GLYPH_REDRAW | ((intensity - 1) << 8) | (glyph & 0x00FF);
	else
		return glyph;
}

GLYPH RandomGlyph(int intensity)
{
	return GLYPH_REDRAW | (intensity << 8) | (crc_rand() % NUM_GLYPHS);
}

void RedrawBlip(GLYPH *glypharr, int blippos)
{
	glypharr[blippos+0] |= GLYPH_REDRAW;
	glypharr[blippos+1] |= GLYPH_REDRAW;
	glypharr[blippos+8] |= GLYPH_REDRAW;
	glypharr[blippos+9] |= GLYPH_REDRAW;
}

void ScrollMatrixColumn(MATRIX_COLUMN *col)
{
	int y;
	GLYPH lastglyph = 0;
	GLYPH thisglyph;

	// wait until we are allowed to scroll
	if(col->started == FALSE)
	{
		if(--col->countdown <= 0)
			col->started = TRUE;

		return;
	}

	// "seed" the glyph-run
	lastglyph = col->state ? (GLYPH)0 : (GLYPH)(MAX_INTENSITY << 8);

	//
	// loop over the entire length of the column, looking for changes
	// in intensity/darkness. This change signifies the start/end
	// of a run of glyphs.
	//
	for(y = 0; y < col->length; y++)
	{
		thisglyph = col->glyph[y];

		// bottom-most part of "run". Insert a new character (glyph)
		// at the end to lengthen the run down the screen..gives the
		// impression that the run is "falling" down the screen
		if(GlyphIntensity(thisglyph) < GlyphIntensity(lastglyph) && 
			GlyphIntensity(thisglyph) == 0)
		{
			col->glyph[y] = RandomGlyph(MAX_INTENSITY - 1);
			y++;
		}
		// top-most part of "run". Delete a character off the top by
		// darkening the glyph until it eventually disappears (turns black). 
		// this gives the effect that the run as dropped downwards
		else if(GlyphIntensity(thisglyph) > GlyphIntensity(lastglyph))
		{
			col->glyph[y] = DarkenGlyph(thisglyph);
			
			// if we've just darkened the last bit, skip on so
			// the whole run doesn't go dark
			if(GlyphIntensity(thisglyph) == MAX_INTENSITY - 1)
				y++;
		}

		lastglyph = col->glyph[y];
	}

	// change state from blanks <-> runs when the current run as expired
	if(--col->runlen <= 0)
	{
		if(col->state ^= 1)			
			col->runlen = crc_rand() % (3 * DENSITY/2) + DENSITY_MIN;
		else
			col->runlen = crc_rand() % (DENSITY_MAX+1-DENSITY) + (DENSITY_MIN*2);
	}

	//
	// make a "blip" run down this column at double-speed
	//

	// mark current blip as redraw so it gets "erased"
	if(col->blippos >= 0 && col->blippos < col->length)
		RedrawBlip(col->glyph, col->blippos);

	// advance down screen at double-speed
	col->blippos += 2;
	
	// if the blip gets to the end of a run, start it again (for a random
	// length so that the blips never get synched together)
	if(col->blippos >= col->bliplen)
	{
		col->bliplen = col->length + crc_rand() % 50;
		col->blippos = 0;
	}

	// now redraw blip at new position
	if(col->blippos >= 0 && col->blippos < col->length)
		RedrawBlip(col->glyph, col->blippos);

}

//
// randomly change a small collection glyphs in a column
//
void RandomMatrixColumn(MATRIX_COLUMN *col)
{
	int i, y;

	for(i = 1, y = 0; i < 16; i++)
	{
		// find a run
		while(GlyphIntensity(col->glyph[y]) < MAX_INTENSITY-1 && y < col->length) 
			y++;

		if(y >= col->length)
			break;

		col->glyph[y]  = (col->glyph[y] & 0xff00) | (crc_rand() % NUM_GLYPHS);
		col->glyph[y] |= GLYPH_REDRAW;

		y += crc_rand() % 10;
	}
}

void DrawGlyph(MATRIX *matrix, HDC hdc, int xpos, int ypos, GLYPH glyph)
{
	int intensity = GlyphIntensity(glyph);
	int glyphidx  = glyph & 0xff;

	BitBlt(hdc, xpos, ypos, GLYPH_WIDTH, GLYPH_HEIGHT, matrix->hdcBitmap,
		glyphidx * GLYPH_WIDTH, intensity * GLYPH_HEIGHT, SRCCOPY);
}

void RedrawMatrixColumn(MATRIX_COLUMN *col, MATRIX *matrix, HDC hdc, int xpos)
{
	int y;

	// loop down the length of the column redrawing only what needs doing
	for(y = 0; y < col->length; y++)
	{
		GLYPH glyph = col->glyph[y];

		// does this glyph (character) need to be redrawn?
		if(glyph & GLYPH_REDRAW)
		{
			if((y == col->blippos+0 || y == col->blippos+1 ||
				y == col->blippos+8 || y == col->blippos+9) && 
				GlyphIntensity(glyph) >= MAX_INTENSITY-1)
				glyph |= MAX_INTENSITY << 8;

			DrawGlyph(matrix, hdc, xpos, y * GLYPH_HEIGHT, glyph);
			
			// clear redraw state
			col->glyph[y] &= ~GLYPH_REDRAW;
		}
	}
}

void DecodeMatrix(HWND hwnd, MATRIX *matrix)
{
	int x;
	HDC hdc = GetDC(hwnd);

	for(x = 0; x < matrix->numcols; x++)
	{
		RandomMatrixColumn(&matrix->column[x]);		
		ScrollMatrixColumn(&matrix->column[x]);
		RedrawMatrixColumn(&matrix->column[x], matrix, hdc, x * GLYPH_WIDTH);
	}

	if(matrix->message)
		DoMatrixMessage(hdc, matrix);

	ReleaseDC(hwnd, hdc);
}

//
//	Allocate matrix structures
//
MATRIX *CreateMatrix(HWND hwnd, int width, int height)
{
	MATRIX *matrix;
	HDC hdc;
	int x, y;

	int rows = height / GLYPH_HEIGHT + 1;
	int cols = width  / GLYPH_WIDTH  + 1;

	// allocate matrix!
	if((matrix = malloc(sizeof(MATRIX) + sizeof(MATRIX_COLUMN) * cols)) == 0)
		return 0;

	matrix->numcols = cols;
	matrix->numrows = rows;
	matrix->width   = width;
	matrix->height  = height;

	for(x = 0; x < cols; x++)
	{
		matrix->column[x].length       = rows;
		matrix->column[x].started      = FALSE;
		matrix->column[x].countdown    = crc_rand() % 100;
		matrix->column[x].state        = crc_rand() % 2;
		matrix->column[x].runlen       = crc_rand() % 20 + 3;

		matrix->column[x].glyph  = malloc(sizeof(GLYPH) * (rows+16));

		for(y = 0; y < rows; y++)
			matrix->column[x].glyph[y] = 0;//;
	}
	
	// Load bitmap!!
	hdc = GetDC(NULL);
	matrix->hbmBitmap = LoadBitmap(GetModuleHandle(0), MAKEINTRESOURCE(IDB_BITMAP1));
	matrix->hdcBitmap = CreateCompatibleDC(hdc);
	SelectObject(matrix->hdcBitmap, matrix->hbmBitmap);
	ReleaseDC(NULL, hdc);

	// Create a message for this window...only if we are
	// screen-saving (not if in preview mode)
	if(GetParent(hwnd) == 0)
		matrix->message = InitMatrixMessage(hwnd, matrix->numcols, matrix->numrows);
	else
		matrix->message = 0;

	return matrix;
}

//
//	Free up matrix structures
//
void DestroyMatrix(MATRIX *matrix)
{
	int x;

	// free the matrix columns
	for(x = 0; x < matrix->numcols; x++)
		free(matrix->column[x].glyph);

	DeleteDC(matrix->hdcBitmap);
	DeleteObject(matrix->hbmBitmap);

	// now delete the matrix!
	free(matrix);
}

MATRIX *GetMatrix(HWND hwnd)
{
	return (MATRIX *)GetWindowLong(hwnd, 0);
}

void SetMatrix(HWND hwnd, MATRIX *matrix)
{
	SetWindowLong(hwnd, 0, (LONG)matrix);
}

//
//	Window procedure for one matrix (1 per screen)
//
LRESULT WINAPI MatrixWndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
	static POINT ptLast;
	static POINT ptCursor;
	static BOOL  fFirstTime = TRUE;
	
	MATRIX *matrix = GetMatrix(hwnd);

	switch(msg)
	{
	// window creation
	case WM_NCCREATE:

		// create the matrix based on how big this window is
		matrix = CreateMatrix(hwnd, ((CREATESTRUCT *)lParam)->cx, ((CREATESTRUCT *)lParam)->cy);

		// failed to allocate? stop window creation!
		if(matrix == 0)
			return FALSE;

		SetMatrix(hwnd, matrix);

		// start off an animation timer
		SetTimer(hwnd, 0xdeadbeef, ((SPEED_MAX - g_nMatrixSpeed) + SPEED_MIN) * 10, 0);

		return TRUE;

	// window being destroyed, cleanup
	case WM_NCDESTROY:
		DestroyMatrix(matrix);
		PostQuitMessage(0);
		return 0;

	// animation timer has gone off, redraw the matrix!
	case WM_TIMER:
		DecodeMatrix(hwnd, matrix);
		return 0;

	// break out of screen-saver if any keyboard activity
	case WM_KEYDOWN:
    case WM_SYSKEYDOWN:
        PostMessage(hwnd, WM_CLOSE, 0, 0);
        return 0;

	// break out of screen-saver if any mouse activity
	case WM_LBUTTONDOWN:
	case WM_LBUTTONUP:
	case WM_RBUTTONDOWN:
	case WM_RBUTTONUP:
	case WM_MBUTTONDOWN:
	case WM_MBUTTONUP:
	case WM_MOUSEMOVE:
        
		// If we've got a parent then we must be a preview
		if(GetParent(hwnd) != 0)
			return 0;

		if(fFirstTime)
		{
			GetCursorPos(&ptLast);
			fFirstTime = FALSE;
		}

		GetCursorPos(&ptCursor);
		
		// if the mouse has moved more than 3 pixels then exit
		if(abs(ptCursor.x - ptLast.x) >= 3 || abs(ptCursor.y - ptLast.y) >= 3)
			PostMessage(hwnd, WM_CLOSE, 0, 0);

		ptLast = ptCursor;
		
        return 0;

	// someone wants to close us...see if it's ok
	case WM_CLOSE:

		if(VerifyPassword(hwnd))
		{
			KillTimer(hwnd, 0xdeadbeef);
			DestroyWindow(hwnd);
		}

		return 0;
	}

	return DefWindowProc(hwnd, msg, wParam, lParam);
}

HWND CreateScreenSaveWnd(HWND hwndParent, RECT *rect)
{
	DWORD dwStyle = hwndParent ? WS_CHILD : WS_POPUP;

#ifdef _DEBUG
	DWORD dwStyleEx = 0;
#else
	DWORD dwStyleEx = WS_EX_TOPMOST;
#endif

	if(hwndParent)
		GetClientRect(hwndParent, rect);

	return CreateWindowEx(	dwStyleEx, 
							APPNAME, 
							0, 
							WS_VISIBLE | dwStyle, 
							rect->left, 
							rect->top,
							rect->right - rect->left,
							rect->bottom - rect->top,
							hwndParent, 
							0,
							GetModuleHandle(0),
							0
						);
}

//
//	Initialize class for matrix window
//
void InitScreenSaveClass(BOOL fPreview)
{
	WNDCLASSEX	wcx;

	wcx.cbSize			= sizeof(WNDCLASSEX);
	wcx.style			= 0;
	wcx.lpfnWndProc		= MatrixWndProc;
	wcx.cbClsExtra		= 0;
	wcx.cbWndExtra		= sizeof(MATRIX *);
	wcx.hInstance		= GetModuleHandle(0);
	wcx.hIcon			= 0;
	wcx.hbrBackground	= (HBRUSH)GetStockObject(BLACK_BRUSH);
	wcx.lpszMenuName	= 0;
	wcx.lpszClassName	= APPNAME;
	wcx.hIconSm			= 0;	

	if(fPreview)
		wcx.hCursor			= LoadCursor(0, IDC_ARROW);
	else
		wcx.hCursor			= LoadCursor(wcx.hInstance, MAKEINTRESOURCE(IDC_BLANKCURSOR));

	// initialize the crc register used for "random" number generation
	_crc_reg = (WORD)GetTickCount();

	RegisterClassEx(&wcx);
}

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