dolphin/Source/Core/VideoCommon/EmuWindow.cpp
Lioncash a82675b7d5 Kill off some usages of c_str.
Also changes some function params, but this is ok.
Some simplifications were also able to be made (ie. killing off strcmps with ==, etc).
2014-03-14 13:51:23 -04:00

203 lines
4.9 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <string>
#include <windows.h>
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/Host.h"
#include "VideoCommon/EmuWindow.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"
namespace EmuWindow
{
HWND m_hWnd = nullptr;
HWND m_hParent = nullptr;
HINSTANCE m_hInstance = nullptr;
WNDCLASSEX wndClass;
const TCHAR m_szClassName[] = _T("DolphinEmuWnd");
int g_winstyle;
static volatile bool s_sizing;
static const int WM_SETTEXT_CUSTOM = WM_USER + WM_SETTEXT;
bool IsSizing()
{
return s_sizing;
}
HWND GetWnd()
{
return m_hWnd;
}
HWND GetParentWnd()
{
return m_hParent;
}
LRESULT CALLBACK WndProc( HWND hWnd, UINT iMsg, WPARAM wParam, LPARAM lParam )
{
switch ( iMsg )
{
case WM_PAINT:
{
HDC hdc;
PAINTSTRUCT ps;
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
}
break;
case WM_ENTERSIZEMOVE:
s_sizing = true;
break;
case WM_EXITSIZEMOVE:
s_sizing = false;
break;
/* Post the mouse events to the main window, it's necessary, because the difference between the
keyboard inputs is that these events only appear here, not in the parent window or any other WndProc()*/
case WM_LBUTTONDOWN:
if (g_ActiveConfig.backend_info.bSupports3DVision && g_ActiveConfig.b3DVision)
{
// This basically throws away the left button down input when b3DVision is activated so WX
// can't get access to it, stopping focus pulling on mouse click.
// (Input plugins use a different system so it doesn't cause too much weirdness)
break;
}
case WM_LBUTTONUP:
case WM_LBUTTONDBLCLK:
PostMessage(GetParentWnd(), iMsg, wParam, lParam);
break;
// This is called when we close the window when we render to a separate window
case WM_CLOSE:
// When the user closes the window, we post an event to the main window to call Stop()
// Which then handles all the necessary steps to Shutdown the core
if (m_hParent == nullptr)
{
// Stop the game
//PostMessage(m_hParent, WM_USER, WM_USER_STOP, 0);
}
break;
case WM_USER:
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:
if (SConfig::GetInstance().m_LocalCoreStartupParameter.bDisableScreenSaver)
break;
default:
return DefWindowProc(hWnd, iMsg, wParam, lParam);
}
break;
case WM_SETCURSOR:
PostMessage(m_hParent, WM_USER, WM_USER_SETCURSOR, 0);
return true;
case WM_SETTEXT_CUSTOM:
SendMessage(hWnd, WM_SETTEXT, wParam, lParam);
break;
default:
return DefWindowProc(hWnd, iMsg, wParam, lParam);
}
return 0;
}
HWND OpenWindow(HWND parent, HINSTANCE hInstance, int width, int height, const TCHAR *title)
{
wndClass.cbSize = sizeof( wndClass );
wndClass.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;
wndClass.lpfnWndProc = WndProc;
wndClass.cbClsExtra = 0;
wndClass.cbWndExtra = 0;
wndClass.hInstance = hInstance;
wndClass.hIcon = LoadIcon( nullptr, IDI_APPLICATION );
wndClass.hCursor = nullptr;
wndClass.hbrBackground = (HBRUSH)GetStockObject( BLACK_BRUSH );
wndClass.lpszMenuName = nullptr;
wndClass.lpszClassName = m_szClassName;
wndClass.hIconSm = LoadIcon( nullptr, IDI_APPLICATION );
m_hInstance = hInstance;
RegisterClassEx( &wndClass );
m_hParent = parent;
m_hWnd = CreateWindow(m_szClassName, title, (g_ActiveConfig.backend_info.bSupports3DVision && g_ActiveConfig.b3DVision) ? WS_EX_TOPMOST | WS_POPUP : WS_CHILD,
0, 0, width, height, m_hParent, nullptr, hInstance, nullptr);
return m_hWnd;
}
void Show()
{
ShowWindow(m_hWnd, SW_SHOW);
BringWindowToTop(m_hWnd);
UpdateWindow(m_hWnd);
SetFocus(m_hParent);
}
HWND Create(HWND hParent, HINSTANCE hInstance, const TCHAR *title)
{
// TODO:
// 1. Remove redundant window manipulation,
// 2. Request window sizes which actually make the client area map to a common resolution
HWND Ret;
int x=0, y=0, width=640, height=480;
Host_GetRenderWindowSize(x, y, width, height);
// TODO: Don't show if fullscreen
Ret = OpenWindow(hParent, hInstance, width, height, title);
if (Ret)
{
Show();
}
return Ret;
}
void Close()
{
DestroyWindow(m_hWnd);
UnregisterClass(m_szClassName, m_hInstance);
}
void SetSize(int width, int height)
{
RECT rc = {0, 0, width, height};
DWORD style = GetWindowLong(m_hWnd, GWL_STYLE);
AdjustWindowRect(&rc, style, false);
int w = rc.right - rc.left;
int h = rc.bottom - rc.top;
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);
}
void SetWindowText(const std::string& text)
{
// the OS doesn't allow posting WM_SETTEXT,
// so we post our own message and convert it to that in WndProc
PostMessage(m_hWnd, WM_SETTEXT_CUSTOM, 0, (LPARAM)text.c_str());
}
}