bsnes/hiro/windows/widget/widget.cpp

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#if defined(Hiro_Widget)
namespace hiro {
static auto CALLBACK Widget_windowProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) -> LRESULT {
if(auto object = (mObject*)GetWindowLongPtr(hwnd, GWLP_USERDATA)) {
if(auto widget = dynamic_cast<mWidget*>(object)) {
if(auto self = widget->self()) {
if(auto result = self->windowProc(hwnd, msg, wparam, lparam)) {
return result();
}
return CallWindowProc(self->defaultWindowProc, hwnd, msg, wparam, lparam);
}
}
}
return DefWindowProc(hwnd, msg, wparam, lparam);
}
auto pWidget::construct() -> void {
if(!hwnd) {
abstract = true;
hwnd = CreateWindow(L"hiroWidget", L"", WS_CHILD, 0, 0, 0, 0, _parentHandle(), nullptr, GetModuleHandle(0), 0);
}
SetWindowLongPtr(hwnd, GWLP_USERDATA, (LONG_PTR)&reference);
defaultWindowProc = (WindowProc)GetWindowLongPtr(hwnd, GWLP_WNDPROC);
SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)Widget_windowProc);
_setState();
}
auto pWidget::destruct() -> void {
toolTip.reset();
if(hfont) { DeleteObject(hfont); hfont = nullptr; }
if(hwnd) { DestroyWindow(hwnd); hwnd = nullptr; }
}
auto pWidget::focused() const -> bool {
auto focused = GetFocus();
return hwnd == focused || IsChild(hwnd, focused);
Update to higan v091r14 and ananke v00r03 releases. byuu says: higan changelog: - generates title displayed in emulator window by asking the core - core builds title solely from "information/title" ... if it's not there, you don't get a title at all - sub-system load menu is gone ... since there are multiple revisions of the SGB, this never really worked well anyway - to load an SGB, BS-X or ST cartridge, load the base cartridge first - "File->Load Game" moved to "Load->Import Game" ... may cause a bit of confusion to new users, but I don't like having a single-item menu, we'll just have to explain it to new users - browser window redone to look like ananke - home button here goes to ~/Emulation rather than just ~ like ananke, since this is the home of game folders - game folder icon is now the executable icon for the Tango theme (orange diamond), meant to represent a complete game rather than a game file or archive ananke changelog: - outputs GBC games to "Game Boy Color/" instead of "Game Boy/" - adds the file basename to "information/title" Known issues: - using ananke to load a GB game trips the Super Famicom SGB mode and fails (need to make the full-path auto-detection ignore non-bootable systems) - need to dump and test some BS-X media before releasing - ananke lacks BS-X Satellaview cartridge support - v092 isn't going to let you retarget the ananke/higan game folder path of ~/Emulation, you will have to wait for a future version if that bothers you so greatly [Later, after the v092 release, byuu posted this additional changelog: - kill laevateinn - add title() - add bootable, remove load - combine file, library - combine [][][] paths - fix SFC subtype handling XML->BML - update file browser to use buttons - update file browser keyboard handling - update system XML->BML - fix sufami turbo hashing - remove Cartridge::manifest ]
2012-12-25 05:31:55 +00:00
}
auto pWidget::minimumSize() -> Size {
return {0, 0};
}
auto pWidget::setDroppable(bool droppable) -> void {
//TODO
}
auto pWidget::setEnabled(bool enabled) -> void {
if(!self().parentWindow(true)) enabled = false;
if(!self().enabled(true)) enabled = false;
if(abstract) enabled = false;
EnableWindow(hwnd, enabled);
}
auto pWidget::setFocusable(bool focusable) -> void {
//TODO
}
auto pWidget::setFocused() -> void {
SetFocus(hwnd);
}
Update to v094r43 release. byuu says: Updated to compile with all of the new hiro changes. My next step is to write up hiro API documentation, and move the API from alpha (constantly changing) to beta (rarely changing), in preparation for the first stable release (backward-compatible changes only.) Added "--fullscreen" command-line option. I like this over a configuration file option. Lets you use the emulator in both modes without having to modify the config file each time. Also enhanced the command-line game loading. You can now use any of these methods: higan /path/to/game-folder.sfc higan /path/to/game-folder.sfc/ higan /path/to/game-folder.sfc/program.rom The idea is to support launchers that insist on loading files only. Technically, the file can be any name (manifest.bml also works); the only criteria is that the file actually exists and is a file, and not a directory. This is a requirement to support the first version (a directory lacking the trailing / identifier), because I don't want my nall::string class to query the file system to determine if the string is an actual existing file or directory for its pathname() / dirname() functions. Anyway, every game folder I've made so far has program.rom, and that's very unlikely to change, so this should be fine. Now, of course, if you drop a regular "game.sfc" file on the emulator, it won't even try to load it, unless it's in a folder that ends in .fc, .sfc, etc. In which case, it'll bail out immediately by being unable to produce a manifest for what is obviously not really a game folder.
2015-08-30 02:08:26 +00:00
auto pWidget::setFont(const Font&) -> void {
if(hfont) DeleteObject(hfont);
Update to v094r43 release. byuu says: Updated to compile with all of the new hiro changes. My next step is to write up hiro API documentation, and move the API from alpha (constantly changing) to beta (rarely changing), in preparation for the first stable release (backward-compatible changes only.) Added "--fullscreen" command-line option. I like this over a configuration file option. Lets you use the emulator in both modes without having to modify the config file each time. Also enhanced the command-line game loading. You can now use any of these methods: higan /path/to/game-folder.sfc higan /path/to/game-folder.sfc/ higan /path/to/game-folder.sfc/program.rom The idea is to support launchers that insist on loading files only. Technically, the file can be any name (manifest.bml also works); the only criteria is that the file actually exists and is a file, and not a directory. This is a requirement to support the first version (a directory lacking the trailing / identifier), because I don't want my nall::string class to query the file system to determine if the string is an actual existing file or directory for its pathname() / dirname() functions. Anyway, every game folder I've made so far has program.rom, and that's very unlikely to change, so this should be fine. Now, of course, if you drop a regular "game.sfc" file on the emulator, it won't even try to load it, unless it's in a folder that ends in .fc, .sfc, etc. In which case, it'll bail out immediately by being unable to produce a manifest for what is obviously not really a game folder.
2015-08-30 02:08:26 +00:00
hfont = pFont::create(self().font(true));
SendMessage(hwnd, WM_SETFONT, (WPARAM)hfont, 0);
}
auto pWidget::setGeometry(Geometry geometry) -> void {
if(auto parent = _parentWidget()) {
auto displacement = parent->self().geometry().position();
geometry.setX(geometry.x() - displacement.x());
geometry.setY(geometry.y() - displacement.y());
}
SetWindowPos(hwnd, nullptr, geometry.x(), geometry.y(), geometry.width(), geometry.height(), SWP_NOZORDER);
pSizable::setGeometry(geometry);
}
auto pWidget::setMouseCursor(const MouseCursor& mouseCursor) -> void {
//TODO
}
auto pWidget::setToolTip(const string& toolTipText) -> void {
if(toolTipText) {
toolTip = new pToolTip{toolTipText};
} else {
toolTip.reset();
}
}
auto pWidget::setVisible(bool visible) -> void {
if(!self().parentWindow(true)) visible = false;
if(!self().visible(true)) visible = false;
if(abstract) visible = false;
ShowWindow(hwnd, visible ? SW_SHOWNORMAL : SW_HIDE);
}
//
auto pWidget::doMouseHover() -> void {
if(toolTip) toolTip->show();
}
auto pWidget::doMouseLeave() -> void {
}
auto pWidget::doMouseMove(int x, int y) -> void {
}
auto pWidget::windowProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) -> maybe<LRESULT> {
if(msg == WM_SETCURSOR) {
if(auto cursor = self().mouseCursor()) {
maybe<LPWSTR> cursorID;
if(cursor.name() == MouseCursor::Hand) cursorID = IDC_HAND;
if(cursor.name() == MouseCursor::HorizontalResize) cursorID = IDC_SIZEWE;
if(cursor.name() == MouseCursor::VerticalResize) cursorID = IDC_SIZENS;
if(cursorID) return SetCursor(LoadCursor(0, cursorID())), true;
}
}
if(msg == WM_LBUTTONDOWN || msg == WM_MBUTTONDOWN || msg == WM_RBUTTONDOWN) {
//if using a (Horizontal,Vertical)ResizeGrip, it's possible to move the cursor off the widget momentarily.
//ordinarily, this will cause the cursor to revert to the newly hovered Widget.
//by capturing the mouse until the mouse button is released, this prevents said cursor flickering.
//if(msg == WM_LBUTTONDOWN && self().mouseCursor()) SetCapture(hwnd);
switch(msg) {
case WM_LBUTTONDOWN: self().doMousePress(Mouse::Button::Left); break;
case WM_MBUTTONDOWN: self().doMousePress(Mouse::Button::Middle); break;
case WM_RBUTTONDOWN: self().doMousePress(Mouse::Button::Right); break;
}
}
if(msg == WM_LBUTTONUP || msg == WM_MBUTTONUP || msg == WM_RBUTTONUP) {
//if(msg == WM_LBUTTONUP && self().mouseCursor() && GetCapture() == hwnd) ReleaseCapture();
switch(msg) {
case WM_LBUTTONUP: self().doMouseRelease(Mouse::Button::Left); break;
case WM_MBUTTONUP: self().doMouseRelease(Mouse::Button::Middle); break;
case WM_RBUTTONUP: self().doMouseRelease(Mouse::Button::Right); break;
}
}
if(msg == WM_MOUSEMOVE) {
TRACKMOUSEEVENT event{sizeof(TRACKMOUSEEVENT)};
event.hwndTrack = hwnd;
event.dwFlags = TME_LEAVE | TME_HOVER;
Update to 20180809 release. byuu says: The Windows port can now run the emulation while navigating menus, moving windows, and resizing windows. The main window also doesn't try so hard to constantly clear itself. This may leave a bit of unwelcome residue behind in some video drivers during resize, but under most drivers, it lets you resize without a huge amount of flickering. On all platforms, I now also run the emulation during MessageWindow modal events, where I didn't before. I'm thinking we should probably mute the audio during modal periods, since it can generate a good deal of distortion. The tooltip timeout was increased to ten seconds. On Windows, the enter key can now activate buttons, so you can more quickly dismiss MessageDialog windows. This part may not actually work ... I'm in the middle of trying to get messages out of the global `Application_windowProc` hook and into the individual `Widget_windowProc` hooks, so I need to do some testing. I fixed a bug where changing the input driver wouldn't immediately reload the input/hotkey settings lists properly. I also went from disabling the driver "Change" button when the currently active driver is selected in the list, to instead setting it to say "Reload", and I also added a tool tip to the input driver reload button, advising that if you're using DirectInput or SDL, you can hit "Reload" to rescan for hotplugged gamepads without needing to restart the emulator. XInput and udev have auto hotswap support. If we can ever get that into DirectInput and SDL, then I'll remove the tooltip. But regardless, the reload functionality is nice to have for all drivers. I'm not sure what should happen when a user changes their driver selection while a game is loaded, gets the warning dialog, chooses not to change it, and then closes the emulator. Currently, it will make the change happen the next time you start the emulator. This feels a bit unexpected, but when you change the selection without a game loaded, it takes immediate effect. So I'm not really sure what's best here.
2018-08-10 05:02:59 +00:00
event.dwHoverTime = pToolTip::Delay;
TrackMouseEvent(&event);
POINT p{};
GetCursorPos(&p);
doMouseMove(p.x, p.y);
if(auto toolTip = pApplication::state().toolTip) {
toolTip->windowProc(hwnd, msg, wparam, lparam);
}
}
if(msg == WM_MOUSELEAVE) {
doMouseLeave();
}
if(msg == WM_MOUSEHOVER) {
doMouseHover();
}
return {};
}
//
auto pWidget::_parentHandle() -> HWND {
if(auto parent = _parentWidget()) return parent->hwnd;
if(auto parent = _parentWindow()) return parent->hwnd;
return nullptr;
}
auto pWidget::_parentWidget() -> maybe<pWidget&> {
#if defined(Hiro_TabFrame)
if(auto parent = self().parentTabFrame(true)) {
if(auto self = parent->self()) return *self;
}
#endif
return {};
}
auto pWidget::_parentWindow() -> maybe<pWindow&> {
if(auto parent = self().parentWindow(true)) {
if(auto self = parent->self()) return *self;
}
return {};
}
auto pWidget::_setState() -> void {
setDroppable(self().droppable());
setEnabled(self().enabled());
setFocusable(self().focusable());
setFont(self().font());
setMouseCursor(self().mouseCursor());
setToolTip(self().toolTip());
setVisible(self().visible());
}
}
#endif