Unit initializer

Classes

Functions

getParamChar -
getParamInt - remember--NO VCL

Types

Constants

coName
hDirLeft
hDirRight
hDirStatic
numAnimCols
numAnimRows
previewClassName
ssBackForth
ssBounce
ssFall
ssName
ssUpDown
vDirDown
vDirStatic
vDirUp
windowName

Variables

ssPreview


Functions


function getParamChar(param: String): Char;


function getParamInt(param: String): Integer;

remember--NO VCL

Types


Constants

coName = 'xi'

change these to suit your needs. they control various things such as registry entries and handle names for windows. try to make windowName unique, because if you make it something like OpusApp (M$Word's Handle name) you'll be sort of screwed

hDirLeft = -hDirRight

hDirRight = 1

You can increase the values of hDirRight and or vDirDown to speed up the screen saver at a cost of choppiness

hDirStatic = 0

numAnimCols = 8

numAnimRows = 9

these next values control the number of columns and rows in your sprite and mask. if it is not animated, they should be set to 0 this code is distributed with sprite.res and spriteanim.res sprite.res should use numAnimRows = 1; numAnimCols = 1; spriteanim should use numAnimRows = 9; numAnimCols = 8;

previewClassName = 'xopherSaverPreview'

ssBackForth = 3

ssBounce = 0

you MUST NOT use any VCL units in this unit, or the application will sho on the taskbar

ssFall = 1

ssName = 'xopherSaver'

ssUpDown = 2

vDirDown = 1

vDirStatic = 0

vDirUp = -vDirDown

windowName = 'xopherSaver'


Variables

ssPreview : boolean

SPRITE.RES and SPRITEANIM.RES holds the sprites and masks for various modes. one is animated, and the other is not. the sprites included show how to acheive transparency and inversing. be aware that inverse can look pretty stupid if the sprite is moving over a black area (like when useDesktop:=false