Пример #1
0
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;
}
Пример #2
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;
}
Пример #3
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;
}
Пример #4
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;
}