// Copyright (C) 2003-2008 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/ ////////////////////////////////////////////////////////////////////////////////////////// // Windows /* ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ CFrame is the main parent window. Inside CFrame there is an m_Panel that is the parent for the rendering window (when we render to the main window). In Windows the rendering window is created by giving CreateWindow() m_Panel->GetHandle() as parent window and creating a new child window to m_Panel. The new child window handle that is returned by CreateWindow() can be accessed from Core::GetWindowHandle(). ///////////////////////////////////////////////*/ // ---------------------------------------------------------------------------- // includes // ---------------------------------------------------------------------------- #include "Globals.h" // Local #include "Frame.h" #include "ConfigMain.h" #include "PluginManager.h" #include "MemcardManager.h" #include "CheatsWindow.h" #include "AboutDolphin.h" #include "GameListCtrl.h" #include "BootManager.h" #include "Common.h" // Common #include "FileUtil.h" #include "Timer.h" #include "Setup.h" #include "ConsoleWindow.h" #include "ConfigManager.h" // Core #include "Core.h" #include "HW/DVDInterface.h" #include "State.h" #include "VolumeHandler.h" #include // wxWidgets // ---------------------------------------------------------------------------- // resources // ---------------------------------------------------------------------------- extern "C" { #include "../resources/Dolphin.c" // Dolphin icon #include "../resources/toolbar_browse.c" #include "../resources/toolbar_file_open.c" #include "../resources/toolbar_fullscreen.c" #include "../resources/toolbar_help.c" #include "../resources/toolbar_pause.c" #include "../resources/toolbar_play.c" #include "../resources/toolbar_plugin_dsp.c" #include "../resources/toolbar_plugin_gfx.c" #include "../resources/toolbar_plugin_options.c" #include "../resources/toolbar_plugin_pad.c" #include "../resources/toolbar_refresh.c" #include "../resources/toolbar_stop.c" #include "../resources/Boomy.h" // Theme packages #include "../resources/Vista.h" #include "../resources/X-Plastik.h" #include "../resources/KDE.h" }; ////////////////////////////////////////////////////////////////////////////////////////// /* Windows functions. Setting the cursor with wxSetCursor() did not work in this instance. Probably because it's somehow reset from the WndProc() in the child window */ // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ #ifdef _WIN32 // Declare a blank icon and one that will be the normal cursor HCURSOR hCursor = NULL, hCursorBlank = NULL; // Create the default cursor void CreateCursor() { hCursor = LoadCursor( NULL, IDC_ARROW ); } void MSWSetCursor(bool Show) { if(Show) SetCursor(hCursor); else { SetCursor(hCursorBlank); //wxSetCursor(wxCursor(wxNullCursor)); } } // I could not use FindItemByHWND() instead of this, it crashed on that occation I used it */ HWND MSWGetParent_(HWND Parent) { return GetParent(Parent); } #endif ///////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// /* The CPanel class to receive MSWWindowProc messages from the video plugin. */ // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ extern CFrame* main_frame; class CPanel : public wxPanel { public: CPanel( wxWindow* parent, wxWindowID id = wxID_ANY ); private: DECLARE_EVENT_TABLE(); #ifdef _WIN32 // Receive WndProc messages WXLRESULT MSWWindowProc(WXUINT nMsg, WXWPARAM wParam, WXLPARAM lParam); #endif }; BEGIN_EVENT_TABLE(CPanel, wxPanel) END_EVENT_TABLE() CPanel::CPanel( wxWindow *parent, wxWindowID id ) : wxPanel(parent, id) { } int abc = 0; #ifdef _WIN32 WXLRESULT CPanel::MSWWindowProc(WXUINT nMsg, WXWPARAM wParam, WXLPARAM lParam) { switch (nMsg) { //case WM_LBUTTONDOWN: //case WM_LBUTTONUP: //case WM_MOUSEMOVE: // break; // This doesn't work, strange //case WM_LBUTTONDBLCLK: //PanicAlert("Double click"); //break; case WM_USER: switch(wParam) { // Stop case OPENGL_WM_USER_STOP: main_frame->DoStop(); return 0; // Don't bother letting wxWidgets process this at all case OPENGL_WM_USER_CREATE: // We don't have a local setting for bRenderToMain but we can detect it this way instead //PanicAlert("main call %i %i %i %i", lParam, (HWND)Core::GetWindowHandle(), MSWGetParent_((HWND)Core::GetWindowHandle()), (HWND)this->GetHWND()); if (lParam == NULL) main_frame->bRenderToMain = false; else main_frame->bRenderToMain = true; return 0; case NJOY_RELOAD: // DirectInput in nJoy has failed Core::ReconnectPad(); return 0; case WIIMOTE_RECONNECT: // The Wiimote plugin has been shut down, now reconnect the Wiimote //Console::Print("WIIMOTE_RECONNECT\n"); Core::ReconnectWiimote(); return 0; } break; //default: // return wxPanel::MSWWindowProc(nMsg, wParam, lParam); } // By default let wxWidgets do what it normally does with this event return wxPanel::MSWWindowProc(nMsg, wParam, lParam); } #endif ///////////////////////////////////////////////// // ---------------------------------------------------------------------------- // event tables // ---------------------------------------------------------------------------- // Notice that wxID_HELP will be processed for the 'About' menu and the toolbar // help button. const wxEventType wxEVT_HOST_COMMAND = wxNewEventType(); BEGIN_EVENT_TABLE(CFrame, wxFrame) EVT_CLOSE(CFrame::OnClose) EVT_MENU(wxID_OPEN, CFrame::OnOpen) EVT_MENU(wxID_EXIT, CFrame::OnQuit) EVT_MENU(IDM_HELPWEBSITE, CFrame::OnHelp) EVT_MENU(IDM_HELPGOOGLECODE, CFrame::OnHelp) EVT_MENU(IDM_HELPABOUT, CFrame::OnHelp) EVT_MENU(wxID_REFRESH, CFrame::OnRefresh) EVT_MENU(IDM_PLAY, CFrame::OnPlay) EVT_MENU(IDM_STOP, CFrame::OnStop) EVT_MENU(IDM_CONFIG_MAIN, CFrame::OnConfigMain) EVT_MENU(IDM_CONFIG_GFX_PLUGIN, CFrame::OnPluginGFX) EVT_MENU(IDM_CONFIG_DSP_PLUGIN, CFrame::OnPluginDSP) EVT_MENU(IDM_CONFIG_PAD_PLUGIN, CFrame::OnPluginPAD) EVT_MENU(IDM_CONFIG_WIIMOTE_PLUGIN, CFrame::OnPluginWiimote) #ifdef MUSICMOD EVT_MENU(IDM_MUTE, CFrame::MM_OnMute) EVT_MENU(IDM_MUSIC_PLAY, CFrame::MM_OnPause) EVT_COMMAND_SCROLL(IDS_VOLUME, CFrame::MM_OnVolume) EVT_MENU(IDT_LOG, CFrame::MM_OnLog) #endif EVT_MENU(IDM_BROWSE, CFrame::OnBrowse) EVT_MENU(IDM_MEMCARD, CFrame::OnMemcard) EVT_MENU(IDM_CHEATS, CFrame::OnShow_CheatsWindow) EVT_MENU(IDM_CHANGEDISC, CFrame::OnChangeDisc) EVT_MENU(IDM_SDCARD, CFrame::OnShow_SDCardWindow) EVT_MENU(IDM_TOGGLE_FULLSCREEN, CFrame::OnToggleFullscreen) EVT_MENU(IDM_TOGGLE_DUALCORE, CFrame::OnToggleDualCore) EVT_MENU(IDM_TOGGLE_SKIPIDLE, CFrame::OnToggleSkipIdle) EVT_MENU(IDM_TOGGLE_TOOLBAR, CFrame::OnToggleToolbar) EVT_MENU(IDM_TOGGLE_STATUSBAR, CFrame::OnToggleStatusbar) EVT_MENU_RANGE(IDM_LOADSLOT1, IDM_LOADSLOT10, CFrame::OnLoadState) EVT_MENU_RANGE(IDM_SAVESLOT1, IDM_SAVESLOT10, CFrame::OnSaveState) EVT_SIZE(CFrame::OnResize) EVT_LIST_ITEM_ACTIVATED(LIST_CTRL, CFrame::OnGameListCtrl_ItemActivated) EVT_HOST_COMMAND(wxID_ANY, CFrame::OnHostMessage) #if wxUSE_TIMER EVT_TIMER(wxID_ANY, CFrame::OnTimer) #endif END_EVENT_TABLE() ///////////////////////////////////////////////// // ---------------------------------------------------------------------------- // Creation and close, quit functions // ---------------------------------------------------------------------------- CFrame::CFrame(wxFrame* parent, wxWindowID id, const wxString& title, const wxPoint& pos, const wxSize& size, long style) : wxFrame(parent, id, title, pos, size, style) , m_pStatusBar(NULL), bRenderToMain(true) , HaveLeds(false), HaveSpeakers(false) , m_Panel(NULL) , m_pMenuBar(NULL) , m_fLastClickTime(0), m_iLastMotionTime(0), LastMouseX(0), LastMouseY(0) #if wxUSE_TIMER , m_timer(this) #endif { // Create timer #if wxUSE_TIMER int TimesPerSecond = 10; // We don't need more than this m_timer.Start( floor((double)(1000 / TimesPerSecond)) ); #endif // Create toolbar bitmaps InitBitmaps(); // Give it an icon wxIcon IconTemp; IconTemp.CopyFromBitmap(wxGetBitmapFromMemory(dolphin_png)); SetIcon(IconTemp); // Give it a status bar m_pStatusBar = CreateStatusBar(1, wxST_SIZEGRIP, ID_STATUSBAR); // Give it a menu bar CreateMenu(); // This panel is the parent for rendering and it holds the gamelistctrl //m_Panel = new wxPanel(this, IDM_MPANEL); m_Panel = new CPanel(this, IDM_MPANEL); m_GameListCtrl = new CGameListCtrl(m_Panel, LIST_CTRL, wxDefaultPosition, wxDefaultSize, wxLC_REPORT | wxSUNKEN_BORDER | wxLC_ALIGN_LEFT); sizerPanel = new wxBoxSizer(wxHORIZONTAL); sizerPanel->Add(m_GameListCtrl, 2, wxEXPAND); m_Panel->SetSizer(sizerPanel); // Create the toolbar RecreateToolbar(); Show(); // Show the window // Create list of available plugins for the configuration window CPluginManager::GetInstance().ScanForPlugins(); //if we are ever going back to optional iso caching: //m_GameListCtrl->Update(SConfig::GetInstance().m_LocalCoreStartupParameter.bEnableIsoCache); m_GameListCtrl->Update(); //sizerPanel->SetSizeHints(m_Panel); // Create cursors #ifdef _WIN32 CreateCursor(); #endif // ------------------------- // Connect event handlers // ---------- wxTheApp->Connect(wxID_ANY, wxEVT_KEY_DOWN, // Keyboard wxKeyEventHandler(CFrame::OnKeyDown), (wxObject*)0, this); wxTheApp->Connect(wxID_ANY, wxEVT_KEY_UP, wxKeyEventHandler(CFrame::OnKeyUp), (wxObject*)0, this); #ifdef _WIN32 // The functions are only tested in Windows so far wxTheApp->Connect(wxID_ANY, wxEVT_LEFT_DOWN, // Mouse wxMouseEventHandler(CFrame::OnDoubleClick), (wxObject*)0, this); wxTheApp->Connect(wxID_ANY, wxEVT_MOTION, wxMouseEventHandler(CFrame::OnMotion), (wxObject*)0, this); #endif // ---------- UpdateGUI(); // If we are rerecording create the status bar now instead of later when a game starts #ifdef RERECORDING ModifyStatusBar(); // It's to early for the OnHostMessage(), we will update the status when Ctrl or Space is pressed //Core::WriteStatus(); #endif } // Destructor CFrame::~CFrame() { /* The statbar sample has this so I add this to, but I guess timer will be deleted after this anyway */ #if wxUSE_TIMER if (m_timer.IsRunning()) m_timer.Stop(); #endif } void CFrame::OnQuit(wxCommandEvent& WXUNUSED (event)) { Close(true); } void CFrame::OnClose(wxCloseEvent& event) { // Don't forget the skip of the window won't be destroyed event.Skip(); if (Core::GetState() != Core::CORE_UNINITIALIZED) { Core::Stop(); UpdateGUI(); } } ///////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// // Input and host messages // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ #ifdef _WIN32 WXLRESULT CFrame::MSWWindowProc(WXUINT nMsg, WXWPARAM wParam, WXLPARAM lParam) { switch (nMsg) { case WM_SYSCOMMAND: switch (wParam) { case SC_SCREENSAVE: case SC_MONITORPOWER: return 0; } default: // Let wxWidgets process it as normal return wxFrame::MSWWindowProc(nMsg, wParam, lParam); } } #endif void CFrame::OnHostMessage(wxCommandEvent& event) { switch (event.GetId()) { case IDM_UPDATEGUI: UpdateGUI(); break; case IDM_UPDATESTATUSBAR: if (m_pStatusBar != NULL) { m_pStatusBar->SetStatusText(event.GetString(), event.GetInt()); } break; } } void CFrame::OnGameListCtrl_ItemActivated(wxListEvent& WXUNUSED (event)) { BootGame(); } void CFrame::OnKeyDown(wxKeyEvent& event) { // Toggle fullscreen from Alt + Enter or Esc if (((event.GetKeyCode() == WXK_RETURN) && (event.GetModifiers() == wxMOD_ALT)) || (event.GetKeyCode() == WXK_ESCAPE)) { ShowFullScreen(!IsFullScreen()); UpdateGUI(); } #ifdef _WIN32 if(event.GetKeyCode() == 'E') // Send this to the video plugin WndProc { PostMessage((HWND)Core::GetWindowHandle(), WM_KEYDOWN, event.GetKeyCode(), 0); event.Skip(); // Don't block the E key } #endif #ifdef RERECORDING // Turn on or off frame advance if (event.GetKeyCode() == WXK_CONTROL) Core::FrameStepOnOff(); // Step forward if (event.GetKeyCode() == WXK_SPACE) Core::FrameAdvance(); #endif // Send the keyboard status to the Input plugin if(Core::GetState() != Core::CORE_UNINITIALIZED) CPluginManager::GetInstance().GetPad(0)->PAD_Input(event.GetKeyCode(), 1); // 1 = Down // Don't block other events event.Skip(); } void CFrame::OnKeyUp(wxKeyEvent& event) { if(Core::GetState() != Core::CORE_UNINITIALIZED) CPluginManager::GetInstance().GetPad(0)->PAD_Input(event.GetKeyCode(), 0); // 0 = Up event.Skip(); } // Returns a timestamp with decimals for precise time comparisons // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ double GetDoubleTime() { wxDateTime datetime = wxDateTime::UNow(); // Get timestamp u64 TmpSeconds = Common::Timer::GetTimeSinceJan1970(); // Get continous timestamp /* Remove a few years. We only really want enough seconds to make sure that we are detecting actual actions, perhaps 60 seconds is enough really, but I leave a year of seconds anyway, in case the user's clock is incorrect or something like that */ TmpSeconds = TmpSeconds - (38 * 365 * 24 * 60 * 60); //if (TmpSeconds < 0) return 0; // Check the the user's clock is working somewhat u32 Seconds = (u32)TmpSeconds; // Make a smaller integer that fits in the double double ms = datetime.GetMillisecond() / 1000.0; double TmpTime = Seconds + ms; return TmpTime; } // Detect double click. Kind of, for some reason we have to manually create the double click for now. // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void CFrame::OnDoubleClick(wxMouseEvent& event) { // Don't block the mouse click event.Skip(); // Don't use this in Wii mode since we use the mouse as input to the game there if (SConfig::GetInstance().m_LocalCoreStartupParameter.bWii) return; // Only detect double clicks in the rendering window, and only use this when a game is running if(Core::GetState() == Core::CORE_UNINITIALIZED || event.GetId() != IDM_MPANEL) return; // For first click just save the time if(m_fLastClickTime == 0) { m_fLastClickTime = GetDoubleTime(); return; } // ------------------------------------------- /* Manually detect double clicks since both wxEVT_LEFT_DCLICK and WM_LBUTTONDBLCLK stops working after the child window is created by the plugin */ // ---------------------- double TmpTime = GetDoubleTime(); int Elapsed = (TmpTime - m_fLastClickTime) * 1000; // Get the double click time, if avaliable int DoubleClickTime; #ifdef _WIN32 DoubleClickTime = GetDoubleClickTime(); #else DoubleClickTime = 500; // The default in Windows #endif m_fLastClickTime = TmpTime; // Save the click time if (Elapsed < DoubleClickTime) { ShowFullScreen(!IsFullScreen()); #ifdef _WIN32 MSWSetCursor(true); // Show the cursor again, in case it was hidden #endif m_fLastClickTime -= 10; // Don't treat repeated clicks as double clicks } // -------------------------- } // Check for mouse motion. Here we process the bHideCursor setting. // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void CFrame::OnMotion(wxMouseEvent& event) { event.Skip(); // The following is only interesting when a game is running if(Core::GetState() == Core::CORE_UNINITIALIZED) return; /* For some reason WM_MOUSEMOVE events are sent from the plugin even when there is no movement so we have to check that the cursor position has actually changed */ if(bRenderToMain) // { bool PositionIdentical = false; if (event.GetX() == LastMouseX && event.GetY() == LastMouseY) PositionIdentical = true; LastMouseX = event.GetX(); LastMouseY = event.GetY(); if(PositionIdentical) return; } // Now we know that we have an actual mouse movement event // Update motion for the auto hide option and return if(IsFullScreen() && SConfig::GetInstance().m_LocalCoreStartupParameter.bAutoHideCursor) { m_iLastMotionTime = GetDoubleTime(); #ifdef _WIN32 MSWSetCursor(true); #endif return; } if(SConfig::GetInstance().m_LocalCoreStartupParameter.bHideCursor && event.GetId() == IDM_MPANEL) { #ifdef _WIN32 if(bRenderToMain) MSWSetCursor(false); /* We only need to use this if we are rendering to a separate window. It does work for rendering to the main window to, but in that case our MSWSetCursor() works to so we can use that instead. If we one day determine that the separate window rendering is superfluous we could do without this */ else PostMessage((HWND)Core::GetWindowHandle(), WM_USER, 10, 0); #endif } // For some reason we need this to, otherwise the cursor can get stuck with the resizing arrows else { #ifdef _WIN32 if(bRenderToMain) MSWSetCursor(true); else PostMessage((HWND)Core::GetWindowHandle(), WM_USER, 10, 1); #endif } } // Check for mouse status a couple of times per second for the auto hide option // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ #if wxUSE_TIMER void CFrame::Update() { // Check if auto hide is on, or if we are already hiding the cursor all the time if(!SConfig::GetInstance().m_LocalCoreStartupParameter.bAutoHideCursor || SConfig::GetInstance().m_LocalCoreStartupParameter.bHideCursor) return; if(IsFullScreen()) { int HideDelay = 1; // Wait 1 second to hide the cursor, just like Windows Media Player double TmpSeconds = GetDoubleTime(); // Get timestamp double CompareTime = TmpSeconds - HideDelay; // Compare it if(m_iLastMotionTime < CompareTime) // Update cursor #ifdef _WIN32 MSWSetCursor(false); #else {} #endif } } #endif //////////////////////////////////////////