mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 21:30:19 -06:00
The Mega Change Of Doom - or, fixing Stop. Almost. At least it's better than before. However, the OpenGL plugin seems to lose textures a lot between game restarts :P I think the GL plugin needs to do a lot more cleanup.
This change also includes tons of minor code formatting cleanup. Yeah, should've separated it ... sorry :( Kills the old CPUCompare support. I'll resurrect it if I need it again, right now it mostly clutters the code. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2321 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -91,20 +91,19 @@ extern bool gShowDebugger;
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//////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// The rendering window
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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namespace EmuWindow
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{
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HWND m_hWnd = NULL; // The new window that is created here
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HWND m_hParent = NULL, m_hMain = NULL; // The main CPanel
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HWND m_hParent = NULL;
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HWND m_hMain = NULL; // The main CPanel
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HINSTANCE m_hInstance = NULL;
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WNDCLASSEX wndClass;
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const TCHAR m_szClassName[] = "DolphinEmuWnd";
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int g_winstyle;
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// ------------------------------------------
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/* Invisible cursor option. In the lack of a predefined IDC_BLANK we make
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@ -117,7 +116,7 @@ namespace EmuWindow
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BYTE XORmaskCursor[] = { 0x00 };
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hCursorBlank = CreateCursor(hInstance, 0,0, 1,1, ANDmaskCursor,XORmaskCursor);
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hCursor = LoadCursor( NULL, IDC_ARROW );
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hCursor = LoadCursor(NULL, IDC_ARROW);
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}
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@ -156,25 +155,27 @@ namespace EmuWindow
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/* The fullscreen option for Windows users is not very user friendly. With this the user
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can only get out of the fullscreen mode by pressing Esc or Alt + F4. Esc also stops
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the emulation. Todo: But currently it hangs, so I have disabled the shutdown. */
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//if(m_hParent == NULL) ExitProcess(0);
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if(m_hParent == NULL)
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//if (m_hParent == NULL) ExitProcess(0);
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if (m_hParent == NULL)
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{
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if (g_Config.bFullscreen)
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{
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//PostMessage(m_hMain, WM_USER, OPENGL_WM_USER_STOP, 0); // Stop
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}
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else
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{
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// Toggle maximize and restore
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if (IsZoomed(hWnd)) ShowWindow(hWnd, SW_RESTORE); else ShowWindow(hWnd, SW_MAXIMIZE);
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if (IsZoomed(hWnd))
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ShowWindow(hWnd, SW_RESTORE);
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else
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ShowWindow(hWnd, SW_MAXIMIZE);
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}
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return 0;
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}
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break;
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/*
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case MY_KEYS:
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hypotheticalScene->sendMessage(KEYDOWN...);
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*/
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case 'E': // EFB hotkey
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if(g_Config.bEFBCopyDisableHotKey)
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if (g_Config.bEFBCopyDisableHotKey)
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{
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g_Config.bEFBCopyDisable = !g_Config.bEFBCopyDisable;
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Renderer::AddMessage(StringFromFormat("Copy EFB was turned %s",
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@ -206,9 +207,9 @@ namespace EmuWindow
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case WM_USER:
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/* I set wParam to 10 just in case there are other WM_USER events. If we want more
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WM_USER cases we would start making wParam or lParam cases */
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if(wParam == 10)
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if (wParam == 10)
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{
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if(lParam)
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if (lParam)
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SetCursor(hCursor);
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else
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SetCursor(hCursorBlank);
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@ -225,24 +226,13 @@ namespace EmuWindow
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// This is called when we close the window when we render to a separate window
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case WM_CLOSE:
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if(m_hParent == NULL)
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if (m_hParent == NULL)
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{
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// Simple hack to easily exit without stopping. Hope to fix the stopping errors soon.
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ExitProcess(0);
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/* Attempt to only Stop when we close the separate window. But it didn't work, it hanged.
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It may need some more coordination with the Stop code in the Core */
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//PostMessage(m_hMain, WM_USER, 5, 0);
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return 0;
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}
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/* This is called from the Core when we Stop, but currently we only use DefWindowProc(),
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whatever that does with it, if any */
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//case WM_QUIT:
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//Video_Shutdown();
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// ExitProcess(0);
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// return 0;
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case WM_DESTROY:
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//Shutdown();
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//PostQuitMessage( 0 ); // Call WM_QUIT
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