int SFactdCreate() { if (bShotsFactory) { return 1; } bShotsFactory = 1; bOldPause = bRunPause; bRunPause = 1; AudBlankSound(); hSFactdlg=FBACreateDialog(hAppInst,MAKEINTRESOURCE(IDD_CAPTURE),hScrnWnd,DialogProc); if (hSFactdlg==NULL) return 1; WndInMid(hSFactdlg,hScrnWnd); ShowWindow(hSFactdlg,SW_NORMAL); SFactdUpdate(); return 0; }
int InpDIPSWCreate() { if (bDrvOkay == 0) { // No game is loaded return 1; } bOK = false; DestroyWindow(hInpDIPSWDlg); // Make sure exitted hInpDIPSWDlg = FBACreateDialog(hAppInst, MAKEINTRESOURCE(IDD_INPDIP), hScrnWnd, DialogProc); if (hInpDIPSWDlg == NULL) { return 1; } WndInMid(hInpDIPSWDlg, hScrnWnd); ShowWindow(hInpDIPSWDlg, SW_NORMAL); return 0; }
int SFactdCreate() { if (bShotsFactory) { return 1; } bShotsFactory = 1; bOldPause = bRunPause; bRunPause = 1; audio.blank(); hSFactdlg = FBACreateDialog(IDD_CAPTURE, hScrnWnd, (DLGPROC)SShotDialogProc); if (hSFactdlg == NULL) { return 1; } dialogAdd(IDD_CAPTURE, hSFactdlg); wndInMid(hSFactdlg, hScrnWnd); ShowWindow(hSFactdlg, SW_NORMAL); SFactdUpdate(); return 0; }
static unsigned __stdcall DoProgress(void*) { MSG msg; // Raise the thread priority for this thread SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST); nProgressMin = 0; nProgressMax = 1 << 30; nProgressPosBurn = 0; nProgressPosBurner = 0; BurnExtProgressRangeCallback = ProgressSetRangeBurn; BurnExtProgressUpdateCallback = ProgressUpdateBurn; FBACreateDialog(hAppInst, MAKEINTRESOURCE(IDD_WAIT), NULL, (DLGPROC)ProgressProc); if (hEvent) { SetEvent(hEvent); } while (GetMessage(&msg, NULL, 0, 0)) { // See if we need to end the thread if (msg.message == (WM_APP + 0)) { break; } TranslateMessage(&msg); DispatchMessage(&msg); } DestroyWindow(hProgressDlg); return 0; }