视点变换,旋转,加速减速,星空背景太阳,光晕各行星纹理#include#include#include#include#include#include#include#pragmacomment(lib,"winmm.lib")#pragmacomment(lib,"wininet")//纹理图像结构typedefstruct{intimgWidth;//纹理宽度intimgHeight;//纹理高度unsignedcharbyteCount;//每个象素对应的字节数,3:24位图,4:带alpha通道的24位图unsignedchar*data;//纹理数据}TEXTUREIMAGE;//BMP文件头#pragmapack(2)typedefstruct{unsignedshortbfType;//文件类型unsignedlongbfSize;//文件大小unsignedshortbfReserved1;//保留位unsignedshortbfReserved2;//保留位unsignedlongbfOffBits;//数据偏移位置}BMPFILEHEADER;#pragmapack()//BMP信息头typedefstruct{unsignedlongbiSize;//此结构大小longbiWidth;//图像宽度longbiHeight;//图像高度unsignedshortbiPlanes;//调色板数量unsignedshortbiBitCount;//每个象素对应的位数,24:24位图,32:带alpha通道的24位图unsignedlongbiCompression;//压缩unsignedlongbiSizeImage;//图像大小longbiXPelsPerMeter;//横向分辨率longbiYPelsPerMeter;//纵向分辨率unsignedlongbiClrUsed;//颜色使用数unsignedlongbiClrImportant;//重要颜色数}BMPINFOHEADER;//定义窗口的标题、宽度、高度、全屏布尔变量#defineWIN_TITLE"模拟太阳系各星球的转动"constintWIN_WIDTH=800;constintWIN_HEIGHT=600;BOOLisFullScreen=FALSE;//初始不为全屏#defineDEG_TO_RAD0.017453floatangle=0.0;staticGLdoubleviewer[]={0,0,0,0,0};//初始化视角GLUquadricObj*quadric;//建立二次曲面对象GLfloatangle_Z;//星空旋转角度boolg_bOrbitOn=true;//控制转动暂停floatg_fSpeedmodifier=1.0f;//时间控制floatg_fElpasedTime;doubleg_dCurrentTime;doubleg_dLastTime;GLfloatLightAmbient[]={1.0f,1.0f,1.0f,0.0f};//环境光参数GLfloatLightDiffuse[]={1.0f,1.0f,1.0f,0.0f};//漫射光参数GLfloatLightPosition[]={0.0f,0.0f,0.0f,1.0f};//光源的位置//纹理图象TEXTUREIMAGEskyImg;TEXTUREIMAGEsunImg;TEXTUREIMAGErayImg;TEXTUREIMAGEmercuImg;TEXTUREIMAGEvenusImg;TEXTUREIMAGEearthImg;TEXTUREIMAGEmarsImg;TEXTUREIMAGEjupiterImg;TEXTUREIMAGEsaturnImg;TEXTUREIMAGEuranusImg;TEXTUREIMAGEneptuneImg;TEXTUREIMAGEmoonImg;GLuinttexture[12];//纹理数组//星球速度定义staticfloatfSunSpin=0.0f;//太阳自转速度staticfloatfMercuSpin=0.0f;//水星自转速度staticfloatfMercuOrbit=0.0f;//水星公转速度staticfloatfVenusSpin=0.0f;//金星自转速度staticfloatfVenusOrbit=0.0f;//金星公转速度staticfloatfEarthSpin=0.0f;//地球自转速度staticfloatfEarthOrbit=0.0f;//地球公转速度staticfloatfMarsSpin=0.0f;//火星自转速度staticfloatfMarsOrbit=0.0f;//火星公转速度staticfloatfJupiterSpin=0.0f;//木星自转速度staticfloatfJupiterOrbit=0.0f;//木星公转速度staticfloatfSaturnSpin=0.0f;//土星自转速度staticfloatfSaturnOrbit=0.0f;//土星公转速度staticfloatfUranusSpin=0.0f;//天王星自转速度staticfloatfUranusOrbit=0.0f;//天王星公转速度staticfloatfNeptuneSpin=0.0f;//海王星自转速度staticfloatfNeptuneOrbit=0.0f;//海王星公转速度staticfloatfMoonSpin=0.0f;//月亮自转速度staticfloatfMoonOrbit=0.0f;//月亮公转速度voidMakeTexture(TEXTUREIMAGEtextureImg,GLuint*texName)//转换为纹理{glPixelStorei(GL_UNPACK_ALIGNMENT,1);//对齐像素字节函数glGenTextures(1,texName);//第一个参数指定表明获取多少个连续的纹理标识符glBindTexture(GL_TEXTURE_2D,*texName);glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,textureImg.imgWidth,textureImg.imgHeight,0,GL_RGB,GL_UNSIGNED_BYTE,textureImg.data);}//初始化OpenGLvoidInitGL(void){glClearColor(0.0f,0.0f,0.0f,0.5f);//设置黑色背景glClearDepth(2.0f);//设置深度缓存glEnable(GL_DEPTH_TEST);//启动深度测试glDepthFunc(GL_LEQUAL);//深度小或相等的时候渲染glShadeModel(GL_SMOOTH);//启动阴影平滑glEnable(GL_CULL_FACE);//开启剔除操作效果glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);//使用质量最好的模式指定颜色和纹理坐标的插值质量glLightfv(GL_LIGHT1,GL_AMBIENT,LightAmbient);//设置环境光glLightfv(GL_LIGHT1,GL_DIFFUSE,LightDiffuse);//设置漫反射光glEnable(GL_LIGHTING);//打开光照glEnable(GL_LIGHT1);//打开光源1//载入纹理glEnable(GL_TEXTURE_2D);//开启2D纹理映射MakeTexture(skyImg,&texture;[0]);MakeTexture(sunImg,&texture;[1]);MakeTexture(rayImg,&texture;[2]);MakeTexture(mercuImg,&texture;[3]);MakeTexture(venusImg,&texture;[4]);MakeTexture(earthImg,&texture;[5]);MakeTexture(marsImg,&texture;[6]);MakeTexture(jupiterImg,&texture;[7]);MakeTexture(saturnImg,&texture;[8]);MakeTexture(uranusImg,&texture;[9]);MakeTexture(neptuneImg,&texture;[10]);MakeTexture(moonImg,&texture;[11]);quadric=gluNewQuadric();//建立一个曲面对象指针gluQuadricTexture(quadric,GLU_TRUE);//建立纹理坐标gluQuadricDrawStyle(quadric,GLU_FILL);//面填充}voidDisplay(void){glLoadIdentity();//设置观察点的位置和观察的方向gluLookAt(viewer[0],viewer[1],viewer[2],viewer[3],viewer[4],-5,0,1,0);//摄像机x,摄像机y,摄像机z,目标点x,目标点y,目标点z,摄像机顶朝向x,摄像机顶朝向y,摄像机顶朝向z//获得系统时间使太阳系有动态效果g_dCurrentTime=timeGetTime();g_fElpasedTime=(float)((g_dCurrentTime-g_dLastTime)*0.0005);g_dLastTime=g_dCurrentTime;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glMatrixMode(GL_MODELVIEW);//指定GL_MODELVIEW是下一个矩阵操作的目标glTranslatef(0.0f,0.0f,-5.0f);//将坐标系移入屏幕5.0fglRotatef(10,1.0f,0.0f,0.0f);//将坐标系绕x轴旋转10度glEnable(GL_LIGHT0);//打开光源0/**********************************绘制背景星空********************************************/glPushMatrix();//当前模型矩阵入栈glTranslatef(-10.0f,3.0f,0.0f);glRotatef(angle_Z,0.0f,0.0f,1.0f);glEnable(GL_TEXTURE_2D);glBindTexture(GL_TEXTURE_2D,texture[0]);//星空纹理glBegin(GL_QUADS);glNormal3f(0.0f,0.0f,1.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(-50.0f,-50.0f,-50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(50.0f,-50.0f,-50.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(50.0f,50.0f,-50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(-50.0f,50.0f,-50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(0.0f,0.0f,-1.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(-50.0f,-50.0f,50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(50.0f,-50.0f,50.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(50.0f,50.0f,50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(-50.0f,50.0f,50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(0.0f,1.0f,0.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(-50.0f,-50.0f,-50.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(50.0f,-50.0f,50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(50.0f,-50.0f,-50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(-50.0f,-50.0f,50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(0.0f,-1.0f,0.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(-50.0f,50.0f,-50.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(50.0f,50.0f,50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(50.0f,50.0f,-50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(-50.0f,50.0f,50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(1.0f,0.0f,0.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(-50.0f,-50.0f,-50.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(-50.0f,50.0f,50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(-50.0f,-50.0f,50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(-50.0f,50.0f,-50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(-1.0f,0.0f,0.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(50.0f,-50.0f,-50.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(50.0f,50.0f,50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(50.0f,-50.0f,50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(50.0f,50.0f,-50.0f);glEnd();glPopMatrix();//当前模型矩阵出栈/**********************************绘制太阳************************************************/glBindTexture(GL_TEXTURE_2D,texture[2]);//光晕纹理glEnable(GL_BLEND);//开启混合glDisable(GL_DEPTH_TEST);//关闭深度测试//绘制太阳光晕glDisable(GL_LIGHTING);//关闭光照glBlendFunc(GL_SRC_ALPHA,GL_ONE);//半透明混合函数glColor4f(1.0f,0.5f,0.0f,0.5f);//设置RGBA值glBegin(GL_QUADS);glNormal3f(0.0f,0.0f,1.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(-1.0f,-1.0f,0.0f);glTexCoord2f(1.0f,0.0f);glVertex3f(1.0f,-1.0f,0.0f);glTexCoord2f(1.0f,1.0f);glVertex3f(1.0f,1.0f,0.0f);glTexCoord2f(0.0f,1.0f);glVertex3f(-1.0f,1.0f,0.0f);glEnd();glDisable(GL_BLEND);//关闭混合glEnable(GL_DEPTH_TEST);glEnable(GL_LIGHTING);//开启光照glLightfv(GL_LIGHT1,GL_POSITION,LightPosition);//设置光源1位置glBindTexture(GL_TEXTURE_2D,texture[1]);//太阳纹理//将坐标系绕Y轴旋转fSunSpin角度,控制太阳自转glRotatef(fSunSpin,0.0,1.0,0.0);gluSphere(quadric,0.3f,32,32);//绘制太阳球体/**********************************绘制水星************************************************/glDisable(GL_LIGHT0);glEnable(GL_TEXTURE_2D);//开启纹理glPushMatrix();//当前模型视图矩阵入栈//将坐标系绕Y轴旋转fMercuOrbit角度,控制水星公转glRotatef(fMercuOrbit,0.0f,1.0f,0.0f);glRotatef(-90.0f,1.0f,0.0f,0.0f);//将坐标系绕X轴旋转-90度glTranslatef(0.5f,0.0f,0.0f);//将坐标系右移0.5fglBindTexture(GL_TEXTURE_2D,texture[3]);//水星纹理//将坐标系绕Z轴旋转fMercuSpin角度控制水星自转glRotatef(fMercuSpin,0.0f,0.0f,1.0f);gluSphere(quadric,0.04f,32,32);//水星球体glPopMatrix();//当前模型视图矩阵出栈//绘制轨道glBegin(GL_LINE_LOOP);for(angle=0;angle=-6.0)viewer[0]-=0.5;break;case'u':case'U':if(viewer[1]=-6.0)viewer[1]-=0.1;break;case'+':case'='://加速,减速,暂停g_fSpeedmodifier+=1.0f;glutPostRedisplay();break;case'':g_bOrbitOn=!g_bOrbitOn;glutPostRedisplay();break;case'-'://按'-'减小运行速度g_fSpeedmodifier-=1.0f;glutPostRedisplay();break;caseVK_ESCAPE://按ESC键时退出exit(0);break;default:break;}}voidspecial_keys(ints_keys,intx,inty){switch(s_keys){caseGLUT_KEY_F1://按F1键时切换窗口/全屏模式if(isFullScreen){glutReshapeWindow(WIN_WIDTH,WIN_HEIGHT);glutPositionWindow(30,30);isFullScreen=FALSE;}else{glutFullScreen();isFullScreen=TRUE;}break;caseGLUT_KEY_RIGHT://视角上下左右旋转if(viewer[3]=-3.0)viewer[3]-=0.1;break;caseGLUT_KEY_UP:if(viewer[4]=-4.5)viewer[4]-=0.1;break;default:break;}}voidmouse(intbtn,intstate,intx,inty)//远近视角{if(btn==GLUT_RIGHT_BUTTON&&state==GLUT_DOWN)viewer[2]+=0.3;if(btn==GLUT_LEFT_BUTTON&&state==GLUT_DOWN&&viewer;[2]>=-3.9)viewer[2]-=0.3;}voidLoadBmp(char*filename,TEXTUREIMAGE*textureImg)//载入图片{inti,j;FILE*file;BMPFILEHEADERbmpFile;BMPINFOHEADERbmpInfo;intpixel_size;//初始化纹理数据textureImg->imgWidth=0;textureImg->imgHeight=0;if(textureImg->data!=NULL){delete[]textureImg->data;}//打开文件file=fopen(filename,"rb");if(file==NULL){return;}//获取文件头rewind(file);fread(&bmpFile;,sizeof(BMPFILEHEADER),1,file);fread(&bmpInfo;,sizeof(BMPINFOHEADER),1,file);//验证文件类型if(bmpFile.bfType!=0x4D42){return;}//获取图像色彩数pixel_size=bmpInfo.biBitCount>>3;//读取文件数据textureImg->data=newunsignedchar[bmpInfo.biWidth*bmpInfo.biHeight*pixel_size];for(i=0;idata+(i*bmpInfo.biWidth+j)*pixel_size+2,sizeof(unsignedchar),1,file);//绿色分量fread(textureImg->data+(i*bmpInfo.biWidth+j)*pixel_size+1,sizeof(unsignedchar),1,file);//蓝色分量fread(textureImg->data+(i*bmpInfo.biWidth+j)*pixel_size+0,sizeof(unsignedchar),1,file);//Alpha分量if(pixel_size==4){fread(textureImg->data+(i*bmpInfo.biWidth+j)*pixel_size+3,sizeof(unsignedchar),1,file);}}}//记录图像相关参数textureImg->imgWidth=bmpInfo.biWidth;textureImg->imgHeight=bmpInfo.biHeight;textureImg->byteCount=pixel_size;fclose(file);}//程序主函数voidmain(intargc,char**argv){//读图片LoadBmp("Picture//Sky.bmp",&skyImg;);LoadBmp("Picture//Sun.bmp",&sunImg;);LoadBmp("Picture//Ray.bmp",&rayImg;);LoadBmp("Picture//Mercu.bmp",&mercuImg;);LoadBmp("Picture//Venus.bmp",&venusImg;);//金星LoadBmp("Picture//Earth.bmp",&earthImg;);LoadBmp("Picture//Mars.bmp",&marsImg;);//火星LoadBmp("Picture//Jupiter.bmp",&jupiterImg;);//木星LoadBmp("Picture//Saturn.bmp",&saturnImg;);//土星LoadBmp("Picture//Uranus.bmp",&uranusImg;);//天王星LoadBmp("Picture//Neptune.bmp",&neptuneImg;);//海王星LoadBmp("Picture//Moon.bmp",&moonImg;);glutInit(&argc;,argv);//初始化GLUT库glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_DEPTH);//初始化显示模式glutInitWindowSize(WIN_WIDTH,WIN_HEIGHT);//初始化窗口大小glutInitWindowPosition(20,20);//初始化窗口位置GLuintwindow=glutCreateWindow(WIN_TITLE);//建立窗口InitGL();//初始化OpenGLglutDisplayFunc(Display);glutReshapeFunc(Reshape);glutKeyboardFunc(keyboard);glutSpecialFunc(special_keys);glutMouseFunc(mouse);glutIdleFunc(Display);//设置窗口空闲时的处理函数glutMainLoop();//进入事件处理循环}
2025/6/8 20:47:10 3.53MB 三维动画 模拟太阳系
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vs2015+数据库,需要建的数据表如下:1.“考试成绩管理系统用户登录”功能具体要求:(1)按照图示排列相应的控件,控件名称自定义,其中,界面中的图片可以不加;
(2)当输入正确的用户名和密码时,登录到主系统,如图所示,并且用户名或密码输入不正确时系统有所提示;
当单击【取消】按钮时,用户名和密码被清空;
(3)程序中用到的数据库名为SCOREINFO,数据表名为userinfo,数据表结构如下图所示:(4)数据表中的用户名和密码如下图。
2.点击主窗体的“密码修改”菜单,完成“密码修改”功能,程序运行如下图所示:具体要求:(1)此题必须使用数据库连接完成,原始密码必须为数据表里原有的数据,不使用数据库完成的为0分。
(2)需要建立数据库SCOREINFO及数据表userinfo,表的结构及数据第一部分的内容:(3)要有“原始密码输入错误”、“原始密码不能为空”及“两次输入密码不一致”的错误提示;
(4)当单击【保存】按钮,新密码被更新到数据表中,不能更新的为0分;
(5)单击【关闭】按钮,窗口关闭。
(6)3个Label;
3个TextBox;
2个Button3.完成“成绩查询”功能,程序运行如下图所示:具体要求:(1)按照图示排列相应的控件,界面下方是DataGridView控件;
(2)程序用到的数据库名为SCOREINFO,数据表名为score,表结构如下:(3)完成的MainForm_Load事件处理程序:当加载窗体时,直接在窗体的dataGridView1控件中显示数据表的所有记录;
(4)可以设查询条件:首先在组合框comboBox1中选择查询条件,并在textBox1中输入条件值(可以模糊查询,如按照姓名查询时,输入“王”,可以查所有姓王的同学的成绩),单击查询将结果显示在dataGridView1控件中。
(5)所需控件及属性:1个GroupBox,1个Label,Text为选择查询条件;
1个ComboBox(Items:学号、姓名);
1个TextBox;
1个Button,Text为查询;
1个DataGridView4.完成“课程信息修改”功能,程序运行如下图所示:具体要求:(1)按照图示排列相应的控件,控件名称自定义,其中,程序刚开始运行时,“学分”和“课程编码”的文本框是只读的;
(2)在数据库名为SCOREINFO中,创建数据表名为course,表结构如下:(3)当单击【查询】时,直接在窗体的dataGridView2控件中显示数据表的所有记录;
(4)当选中DataGridView控件中的某一行记录时(DataGridView控件的Mouse_Click事件),“课程名字”、“学分”、“课程代码”文本框中分别显示该项对应的课程信息;
(5)当选中某一行记录并单击【编辑】按钮时,【编辑】按钮变为【保存修改】,同时“学分”和“课程编码”的文本框恢复正常(ReadOnly属性为false);
在文本框中修改相应的信息后单击【保存修改】,将修改后的数据更新到数据表中。
(6)所需控件及属性:1个GroupBox,3个Label;
3个TextBox(textBox2属性ReadOnly为True,textBox3属性ReadOnly为True);
2个Button;
1个DataGridView5.完成“课程信息删除”功能,程序运行如下图所示:具体要求:(1)按照图示排列相应的控件,控件名称自定义,其中,程序刚开始运行时,“学分”和“课程编码”的文本框是只读的;
(2)数据表名为course,表结构同第4部分:(3)当单击【查询】时,直接在窗体的dataGridView控件中显示数据表的所有记录;
(4)当选中DataGridView控件中的某一行记录时,“课程名字”、“学分”、“课程代码”文本框中分别显示该项对应的课程信息;
(5)当选中某一行记录并单击【删除】按钮时,则该行从数据表中删除。
(6)所需控件:3个Label;
3个TextBox(textBox2属性ReadOnly为True,textBox3属性ReadOnly为True);
2个Button;
1个DataGridView6.完成“课程信息添加”功能,程序运行如下图所示:具体要求:(1)按照图示排列相应的控件,控件名称自定义;
(2)程序用到的数据库和数据表名为course,表结构如下同第四部分:(3)当单击【查询】时,直接在窗体的dataGridView1控件中显示数据表的所有记(4)当选中DataGridView控件中的某一行记录时,“课程名字”、“学分”、“课程代码”文本框中分别显示该项对应的课程信息;
2025/6/5 11:50:53 412KB 学生管理系统 源代码 C#
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MIKEURBAN是MIKE系列软件之一,主要用于市政给排水工程的建模仿真,本文档为排水系统CS部分的教程,其中包含MOUSE和SWMM两个模块建模的详细流程和介绍。
2025/2/3 10:54:54 52.42MB mike urban ,给排水,
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importjava.applet.Applet;importjava.awt.*;importcom.sun.j3d.utils.applet.MainFrame;importjava.awt.BorderLayout;importcom.sun.j3d.utils.universe.SimpleUniverse;importjavax.media.j3d.*;importjavax.vecmath.*;importcom.sun.j3d.utils.behaviors.mouse.*;importcom.sun.j3d.utils.behaviors.keyboard.*;importcom.sun.j3d.utils.picking.behaviors.*;importcom.sun.j3d.utils.geometry.*;importcom.sun.j3d.utils.image.TextureLoader;importjavax.swing.*;importjava.awt.*;importjava.awt.event.*;importjavax.swing.JFrame.*;importjavax.swing.*;
2024/8/28 14:15:17 15KB JAVA 3D 魔方源代码
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深入DOS编程  本书分析了各种DOS版本、功能调用的差异,介绍了基于DOS的EMS、XMS、TSR等技术及新版MOUSE驱动程序的强劲功能等。
2024/6/7 19:09:40 9.16MB Dos
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MicrosoftVisualStudio2010做的C#简单的鼠标钩子应用实例实例,实现实时监控鼠标位置(需要编译后,在Release文件夹那里运行)主要代码:publicdelegateintHookProc(intnCode,IntPtrwParam,IntPtrlParam);//定义钩子句柄publicstaticintm_iHock=0;//定义钩子类型publicconstintWH_MOUSE_LL=14;publicHookProcHookProcVar;//安装钩子[DllImport("user32.dll",CharSet=CharSet.Auto,CallingConvention=CallingConvention.StdCall)]publicstaticexternintSetWindowsHookEx(intidHook,HookProclpfn,IntPtrhInstance,intthreadId);//卸载钩子[DllImport("user32.dll",CharSet=CharSet.Auto,CallingConvention=CallingConvention.StdCall)]publicstaticexternboolUnhookWindowsHookEx(intidHook);//调用下一个钩子[DllImport("user32.dll",CharSet=CharSet.Auto,CallingConvention=CallingConvention.StdCall)]publicstaticexternintCallNextHookEx(intidHook,intnCode,IntPtrwParam,IntPtrlParam);[StructLayout(LayoutKind.Sequential)]
2024/6/2 16:02:25 69KB VS2010 鼠标钩子
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SDL俄罗斯方块,自己做的,6410开发板完美运行,内含SDLTetris-mouse文件夹和SDLTetris-ts文件夹,SDLTetris-mouse是鼠标控制的,SDLTetris-ts是触摸控制的,另附实验报告册,包括需求分析、系统设计等。
2023/8/17 4:51:09 6.25MB SDL 俄罗斯方块 代码 实验报告
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Kinectv2鼠标控制源码。
Kinectv2_mouse_Control-master。
配套博文http://blog.csdn.net/baolinq。
博文题目是Kinectv2控制鼠标原理分析和源码
2023/7/23 7:17:18 11KB Kinect v2 鼠标控制
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dos下的鼠标法度圭表标准——mouse.com
2023/4/27 23:17:48 5KB dos 鼠标程序
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ROAMSimplisticImplementationByBryanTurnerbrturn@bellsouth.netJanuary,2000ProjectfileforMSVisualC++6.0.RequiresGLUTDLL(www.opengl.org)AdjustprogramconstantsinLandscape.handUtility.cpp.MAPS:DefaultmapisreadfromHeghtXXX.rawwhereXXXistheMAP_SIZE(asdefinedinLandscape.h).Ifthismapisnotfound,theprogramattemptstoopen"Map.ved",aTreadMarksmapfile.TreadMarksmapswillonlyworkforMAP_SIZE==1024.Also,theMULT_SCALEtoviewTreadMarksmapscorrectlyis"0.25f".(www.TreadMarks.com)CONTROLS:MOUSE-HoldLeftMouseButtontoRotateViewAngleQ-ChangeRenderingMode(Wireframe,Lit,Fill,Texture)O-ChangeViewMode(Observe,Follow,Drive,Fly)W/S-Moveforward/backA/D-Rotateleft/right(inObserveModeonly)F-StopAnimationR-ToggleFrustumDrawing0/9-More/LessTrianglesperframe1/2-AdjustFOV
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在日常工作中,钉钉打卡成了我生活中不可或缺的一部分。然而,有时候这个看似简单的任务却给我带来了不少烦恼。 每天早晚,我总是得牢记打开钉钉应用,点击"工作台",再找到"考勤打卡"进行签到。有时候因为工作忙碌,会忘记打卡,导致考勤异常,影响当月的工作评价。而且,由于我使用的是苹果手机,有时候系统更新后,钉钉的某些功能会出现异常,使得打卡变得更加麻烦。 另外,我的家人使用的是安卓手机,他们也经常抱怨钉钉打卡的繁琐。尤其是对于那些不太熟悉手机操作的长辈来说,每次打卡都是一次挑战。他们总是担心自己会操作失误,导致打卡失败。 为了解决这些烦恼,我开始思考是否可以通过编写一个全自动化脚本来实现钉钉打卡。经过一段时间的摸索和学习,我终于成功编写出了一个适用于苹果和安卓系统的钉钉打卡脚本。
2024-04-09 15:03 15KB 钉钉 钉钉打卡