Win32-only:

- Merge the EmuWindow class to VideoCommon.
- Implement free look in the D3D plugins. Seems like it had broken before though; only rotating the view works..


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6616 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX
2010-12-19 19:43:18 +00:00
parent 98e89c9329
commit aef7f6c3f5
16 changed files with 193 additions and 843 deletions

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@ -24,8 +24,6 @@ endif(wxWidgets_FOUND)
if((${CMAKE_SYSTEM_NAME} MATCHES "Darwin") AND NOT wxWidgets_FOUND)
set(SRCS ${SRCS} Src/cocoaGL.m)
elseif(WIN32)
set(SRCS ${SRCS} Src/OS/Win32.cpp)
endif()
if(APPLE OR WIN32 OR ${CMAKE_SYSTEM_NAME} MATCHES "Linux")

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@ -654,66 +654,6 @@
<References>
</References>
<Files>
<Filter
Name="Win32"
>
<File
RelativePath=".\Src\OS\Win32.cpp"
>
<FileConfiguration
Name="Release|Win32"
>
<Tool
Name="VCCLCompilerTool"
UsePrecompiledHeader="0"
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
>
<Tool
Name="VCCLCompilerTool"
UsePrecompiledHeader="0"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCLCompilerTool"
UsePrecompiledHeader="0"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug|x64"
>
<Tool
Name="VCCLCompilerTool"
UsePrecompiledHeader="0"
/>
</FileConfiguration>
<FileConfiguration
Name="DebugFast|Win32"
>
<Tool
Name="VCCLCompilerTool"
UsePrecompiledHeader="0"
/>
</FileConfiguration>
<FileConfiguration
Name="DebugFast|x64"
>
<Tool
Name="VCCLCompilerTool"
UsePrecompiledHeader="0"
/>
</FileConfiguration>
</File>
<File
RelativePath=".\Src\OS\Win32.h"
>
</File>
</Filter>
<Filter
Name="Decoder"
>

View File

@ -25,7 +25,7 @@
#include "GLUtil.h"
#if defined(_WIN32)
#include "OS/Win32.h"
#include "EmuWindow.h"
static HDC hDC = NULL; // Private GDI Device Context
static HGLRC hRC = NULL; // Permanent Rendering Context
extern HINSTANCE g_hInstance;

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@ -1,398 +0,0 @@
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <windows.h>
#include <wx/wx.h>
#include <wx/filepicker.h>
#include <wx/notebook.h>
#include <wx/dialog.h>
#include <wx/aboutdlg.h>
#include "../Globals.h"
#include "VideoConfig.h"
#include "main.h"
#include "Win32.h"
#include "OnScreenDisplay.h"
#include "VertexShaderManager.h"
#include "Render.h"
#include "StringUtil.h"
HINSTANCE g_hInstance;
#if defined(HAVE_WX) && HAVE_WX
class wxDLLApp : public wxApp
{
bool OnInit()
{
return true;
}
};
IMPLEMENT_APP_NO_MAIN(wxDLLApp)
WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
#endif
// ------------------
BOOL APIENTRY DllMain(HINSTANCE hinstDLL, // DLL module handle
DWORD dwReason, // reason called
LPVOID lpvReserved) // reserved
{
switch (dwReason)
{
case DLL_PROCESS_ATTACH:
{
#if defined(HAVE_WX) && HAVE_WX
wxSetInstance((HINSTANCE)hinstDLL);
wxInitialize();
#endif
}
break;
case DLL_PROCESS_DETACH:
#if defined(HAVE_WX) && HAVE_WX
wxUninitialize();
#endif
break;
}
g_hInstance = hinstDLL;
return TRUE;
}
extern bool gShowDebugger;
// ---------------------------------------------------------------------
// OSD Menu
// -------------
// Let's begin with 3 since 1 and 2 are default Wii keys
// -------------
void OSDMenu(WPARAM wParam)
{
switch( LOWORD( wParam ))
{
case '3':
OSDChoice = 1;
// Toggle native resolution
g_Config.iEFBScale = g_Config.iEFBScale + 1;
if (g_Config.iEFBScale > 4) g_Config.iEFBScale = 0;
break;
case '4':
OSDChoice = 2;
// Toggle aspect ratio
g_Config.iAspectRatio = (g_Config.iAspectRatio + 1) & 3;
break;
case '5':
OSDChoice = 3;
// Toggle EFB copy
if (!g_Config.bEFBCopyEnable || g_Config.bCopyEFBToTexture)
{
g_Config.bEFBCopyEnable ^= true;
g_Config.bCopyEFBToTexture = false;
}
else
{
g_Config.bCopyEFBToTexture = !g_Config.bCopyEFBToTexture;
}
break;
case '6':
OSDChoice = 4;
g_Config.bDisableFog = !g_Config.bDisableFog;
break;
case '7':
OSDChoice = 5;
g_Config.bDisableLighting = !g_Config.bDisableLighting;
break;
}
}
// ---------------------------------------------------------------------
// ---------------------------------------------------------------------
// The rendering window
// ----------------------
namespace EmuWindow
{
HWND m_hWnd = NULL; // The new window that is created here
HWND m_hParent = NULL;
HINSTANCE m_hInstance = NULL;
WNDCLASSEX wndClass;
const TCHAR m_szClassName[] = _T("DolphinEmuWnd");
int g_winstyle;
HWND GetWnd()
{
return m_hWnd;
}
HWND GetParentWnd()
{
return m_hParent;
}
void FreeLookInput( UINT iMsg, WPARAM wParam )
{
static float debugSpeed = 1.0f;
static bool mouseLookEnabled = false;
static bool mouseMoveEnabled = false;
static float lastMouse[2];
POINT point;
switch( iMsg )
{
case WM_USER_KEYDOWN:
case WM_KEYDOWN:
switch( LOWORD( wParam ))
{
case '9':
debugSpeed /= 2.0f;
break;
case '0':
debugSpeed *= 2.0f;
break;
case 'W':
VertexShaderManager::TranslateView(0.0f, debugSpeed);
break;
case 'S':
VertexShaderManager::TranslateView(0.0f, -debugSpeed);
break;
case 'A':
VertexShaderManager::TranslateView(debugSpeed, 0.0f);
break;
case 'D':
VertexShaderManager::TranslateView(-debugSpeed, 0.0f);
break;
case 'R':
VertexShaderManager::ResetView();
break;
}
break;
case WM_MOUSEMOVE:
if (mouseLookEnabled) {
GetCursorPos(&point);
VertexShaderManager::RotateView((point.x - lastMouse[0]) / 200.0f, (point.y - lastMouse[1]) / 200.0f);
lastMouse[0] = point.x;
lastMouse[1] = point.y;
}
if (mouseMoveEnabled) {
GetCursorPos(&point);
VertexShaderManager::TranslateView((point.x - lastMouse[0]) / 50.0f, (point.y - lastMouse[1]) / 50.0f);
lastMouse[0] = point.x;
lastMouse[1] = point.y;
}
break;
case WM_RBUTTONDOWN:
GetCursorPos(&point);
lastMouse[0] = point.x;
lastMouse[1] = point.y;
mouseLookEnabled= true;
break;
case WM_MBUTTONDOWN:
GetCursorPos(&point);
lastMouse[0] = point.x;
lastMouse[1] = point.y;
mouseMoveEnabled= true;
break;
case WM_RBUTTONUP:
mouseLookEnabled = false;
break;
case WM_MBUTTONUP:
mouseMoveEnabled = false;
break;
}
}
// ---------------------------------------------------------------------
// KeyDown events
// -------------
void OnKeyDown(WPARAM wParam)
{
switch (LOWORD( wParam ))
{
case '3': // OSD keys
case '4':
case '5':
case '6':
case '7':
if (g_Config.bOSDHotKey)
OSDMenu(wParam);
break;
}
}
// ---------------------------------------------------------------------
// Should really take a look at the mouse stuff in here - some of it is weird.
LRESULT CALLBACK WndProc(HWND hWnd, UINT iMsg, WPARAM wParam, LPARAM lParam)
{
if (g_Config.bFreeLook)
FreeLookInput( iMsg, wParam );
switch (iMsg)
{
case WM_PAINT:
{
HDC hdc;
PAINTSTRUCT ps;
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
}
break;
case WM_KEYDOWN:
break;
/* Post these mouse events to the main window, it's nessesary becase in difference to the
keyboard inputs these events only appear here, not in the parent window or any other WndProc()*/
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
case WM_LBUTTONDBLCLK:
PostMessage(GetParentWnd(), iMsg, wParam, lParam);
break;
case WM_USER:
if (wParam == WM_USER_KEYDOWN)
{
OnKeyDown(lParam);
FreeLookInput(wParam, lParam);
}
else if (wParam == WIIMOTE_DISCONNECT)
{
PostMessage(m_hParent, WM_USER, wParam, lParam);
}
break;
// This is called when we close the window when we render to a separate window
case WM_CLOSE:
if (m_hParent == NULL)
{
// Stop the game
PostMessage(m_hParent, WM_USER, WM_USER_STOP, 0);
}
break;
case WM_DESTROY:
Shutdown();
break;
// Called when a screensaver wants to show up while this window is active
case WM_SYSCOMMAND:
switch (wParam)
{
case SC_SCREENSAVE:
case SC_MONITORPOWER:
break;
default:
return DefWindowProc(hWnd, iMsg, wParam, lParam);
}
break;
case WM_SETCURSOR:
PostMessage(m_hParent, WM_USER, WM_USER_SETCURSOR, 0);
return true;
break;
default:
return DefWindowProc(hWnd, iMsg, wParam, lParam);
}
return 0;
}
// This is called from Create()
HWND OpenWindow(HWND parent, HINSTANCE hInstance, int width, int height, const TCHAR *title)
{
wndClass.cbSize = sizeof( wndClass );
wndClass.style = CS_HREDRAW | CS_VREDRAW;
wndClass.lpfnWndProc = WndProc;
wndClass.cbClsExtra = 0;
wndClass.cbWndExtra = 0;
wndClass.hInstance = hInstance;
wndClass.hIcon = LoadIcon( NULL, IDI_APPLICATION );
wndClass.hCursor = NULL;
wndClass.hbrBackground = (HBRUSH)GetStockObject( BLACK_BRUSH );
wndClass.lpszMenuName = NULL;
wndClass.lpszClassName = m_szClassName;
wndClass.hIconSm = LoadIcon( NULL, IDI_APPLICATION );
m_hInstance = hInstance;
RegisterClassEx( &wndClass );
// Create child window
m_hParent = parent;
m_hWnd = CreateWindow(m_szClassName, title, WS_CHILD,
0, 0, width, height, parent, NULL, hInstance, NULL);
return m_hWnd;
}
void Show()
{
ShowWindow(m_hWnd, SW_SHOW);
BringWindowToTop(m_hWnd);
UpdateWindow(m_hWnd);
SetFocus(m_hParent);
// gShowDebugger from main.cpp is forgotten between the Dolphin-Debugger is opened and a game is
// started so we have to use an ini file setting here
/*
bool bVideoWindow = false;
IniFile ini;
ini.Load(File::GetUserPath(F_DEBUGGERCONFIG_IDX));
ini.Get("ShowOnStart", "VideoWindow", &bVideoWindow, false);
if(bVideoWindow) DoDllDebugger();
*/
}
HWND Create(HWND hParent, HINSTANCE hInstance, const TCHAR *title)
{
int x=0, y=0, width=640, height=480;
g_VideoInitialize.pRequestWindowSize(x, y, width, height);
return OpenWindow(hParent, hInstance, width, height, title);
}
void Close()
{
if (m_hParent == NULL)
DestroyWindow(m_hWnd);
UnregisterClass(m_szClassName, m_hInstance);
}
// ------------------------------------------
// Set the size of the child or main window
// ------------------------------------------
void SetSize(int width, int height)
{
RECT rc = {0, 0, width, height};
DWORD dwStyle = GetWindowLong(m_hWnd, GWL_STYLE);
AdjustWindowRect(&rc, dwStyle, false);
int w = rc.right - rc.left;
int h = rc.bottom - rc.top;
// Move and resize the window
rc.left = (1280 - w)/2;
rc.right = rc.left + w;
rc.top = (1024 - h)/2;
rc.bottom = rc.top + h;
MoveWindow(m_hWnd, rc.left,rc.top,rc.right-rc.left,rc.bottom-rc.top, TRUE);
}
} // EmuWindow

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@ -1,38 +0,0 @@
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _WIN32_H_
#define _WIN32_H_
#pragma once
#include "stdafx.h"
namespace EmuWindow
{
extern int g_winstyle;
HWND GetWnd();
HWND GetParentWnd();
HWND Create(HWND hParent, HINSTANCE hInstance, const TCHAR *title);
void Show();
void Close();
void SetSize(int displayWidth, int displayHeight);
void ToggleDisplayMode(int bFullscreen);
}
#endif // _WIN32_H_

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@ -61,7 +61,7 @@
#include "main.h" // Local
#ifdef _WIN32
#include "OS/Win32.h"
#include "EmuWindow.h"
#endif
#if defined _WIN32 || defined HAVE_LIBAV
#include "AVIDump.h"
@ -101,7 +101,7 @@ static u32 s_blendMode;
static Common::Thread *scrshotThread = 0;
#endif
int OSDChoice = 0 , OSDTime = 0, OSDInternalW = 0, OSDInternalH = 0;
extern int OSDChoice, OSDTime, OSDInternalW, OSDInternalH;
namespace
{

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@ -25,8 +25,6 @@ libs = [ 'videocommon', 'videouicommon', 'GLEW', 'SOIL', 'common' ]
if sys.platform == 'darwin' and not env['HAVE_WX']:
files += [ 'cocoaGL.m' ]
elif sys.platform == 'win32':
files += [ 'OS/Win32.cpp' ]
elif not sys.platform == 'darwin' and env['HAVE_OPENCL']:
libs += [ 'OpenCL' ]

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@ -57,7 +57,7 @@ Make AA apply instantly during gameplay if possible
#include <cstdarg>
#ifdef _WIN32
#include "OS/Win32.h"
#include "EmuWindow.h"
#endif
#if defined(HAVE_WX) && HAVE_WX
@ -97,18 +97,53 @@ Make AA apply instantly during gameplay if possible
// Logging
int GLScissorX, GLScissorY, GLScissorW, GLScissorH;
#ifdef _WIN32
HINSTANCE g_hInstance;
#if defined(HAVE_WX) && HAVE_WX
class wxDLLApp : public wxApp
{
bool OnInit()
{
return true;
}
};
IMPLEMENT_APP_NO_MAIN(wxDLLApp)
WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
#endif
// ------------------
BOOL APIENTRY DllMain(HINSTANCE hinstDLL, // DLL module handle
DWORD dwReason, // reason called
LPVOID lpvReserved) // reserved
{
switch (dwReason)
{
case DLL_PROCESS_ATTACH:
{
#if defined(HAVE_WX) && HAVE_WX
wxSetInstance((HINSTANCE)hinstDLL);
wxInitialize();
#endif
}
break;
case DLL_PROCESS_DETACH:
#if defined(HAVE_WX) && HAVE_WX
wxUninitialize();
#endif
break;
}
g_hInstance = hinstDLL;
return TRUE;
}
#endif // _WIN32
#if defined(HAVE_X11) && HAVE_X11
static volatile u32 s_doStateRequested = FALSE;
#endif
// This is used for the functions right below here which use wxwidgets
#if defined(HAVE_WX) && HAVE_WX
#ifdef _WIN32
WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
extern HINSTANCE g_hInstance;
#endif
#endif
void GetDllInfo(PLUGIN_INFO* _PluginInfo)
{
_PluginInfo->Version = 0x0100;