bsnes/hiro/windows/widget/text-edit.cpp

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#if defined(Hiro_TextEdit)
namespace hiro {
auto pTextEdit::construct() -> void {
hwnd = CreateWindowEx(
WS_EX_CLIENTEDGE, L"EDIT", L"",
WS_CHILD | WS_TABSTOP | WS_VSCROLL | ES_AUTOVSCROLL | ES_MULTILINE | ES_WANTRETURN | (!state().wordWrap ? WS_HSCROLL | ES_AUTOHSCROLL : 0),
0, 0, 0, 0, _parentHandle(), nullptr, GetModuleHandle(0), 0
);
pWidget::construct();
setBackgroundColor(state().backgroundColor);
setEditable(state().editable);
setText(state().text);
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
setCursor(state().cursor);
}
auto pTextEdit::destruct() -> void {
state().text = text();
if(backgroundBrush) { DeleteObject(backgroundBrush); backgroundBrush = 0; }
DestroyWindow(hwnd);
Update to v094r08 release. byuu says: Lots of changes this time around. FreeBSD stability and compilation is still a work in progress. FreeBSD 10 + Clang 3.3 = 108fps FreeBSD 10 + GCC 4.7 = 130fps Errata 1: I've been fighting that god-damned endian.h header for the past nine WIPs now. The above WIP isn't building now because FreeBSD isn't including headers before using certain types, and you end up with a trillion error messages. So just delete all the endian.h includes from nall/intrinsics.hpp to build. Errata 2: I was trying to match g++ and g++47, so I used $(findstring g++,$(compiler)), which ends up also matching clang++. Oops. Easy fix, put Clang first and then else if g++ next. Not ideal, but oh well. All it's doing for now is declaring -fwrapv twice, so you don't have to fix it just yet. Probably just going to alias g++="g++47" and do exact matching instead. Errata 3: both OpenGL::term and VideoGLX::term are causing a core dump on BSD. No idea why. The resources are initialized and valid, but releasing them crashes the application. Changelog: - nall/Makefile is more flexible with overriding $(compiler), so you can build with GCC or Clang on BSD (defaults to GCC now) - PLATFORM_X was renamed to PLATFORM_XORG, and it's also declared with PLATFORM_LINUX or PLATFORM_BSD - PLATFORM_XORG probably isn't the best name ... still thinking about what best to call LINUX|BSD|SOLARIS or ^(WINDOWS|MACOSX) - fixed a few legitimate Clang warning messages in nall - Compiler::VisualCPP is ugly as hell, renamed to Compiler::CL - nall/platform includes nall/intrinsics first. Trying to move away from testing for _WIN32, etc directly in all files. Work in progress. - nall turns off Clang warnings that I won't "fix", because they aren't broken. It's much less noisy to compile with warnings on now. - phoenix gains the ability to set background and foreground colors on various text container widgets (GTK only for now.) - rewrote a lot of the MSU1 code to try and simplify it. Really hope I didn't break anything ... I don't have any MSU1 test ROMs handy - SNES coprocessor audio is now mixed as sclamp<16>(system_sample + coprocessor_sample) instead of sclamp<16>((sys + cop) / 2) - allows for greater chance of aliasing (still low, SNES audio is quiet), but doesn't cut base system volume in half anymore - fixed Super Scope and Justifier cursor colors - use input.xlib instead of input.x ... allows Xlib input driver to be visible on Linux and BSD once again - make install and make uninstall must be run as root again; no longer using install but cp instead for BSD compatibility - killed $(DESTDIR) ... use make prefix=$DESTDIR$prefix instead - you can now set text/background colors for the loki console via (eg): - settings.terminal.background-color 0x000000 - settings.terminal.foreground-color 0xffffff
2014-02-24 09:39:09 +00:00
}
auto pTextEdit::setBackgroundColor(Color color) -> void {
if(backgroundBrush) { DeleteObject(backgroundBrush); backgroundBrush = 0; }
backgroundBrush = CreateSolidBrush(color ? CreateRGB(color) : GetSysColor(COLOR_WINDOW));
InvalidateRect(hwnd, 0, true);
}
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 pTextEdit::setCursor(Cursor cursor) -> void {
signed end = GetWindowTextLength(hwnd);
signed offset = max(0, min(end, cursor.offset()));
signed length = max(0, min(end, cursor.offset() + cursor.length()));
Edit_SetSel(hwnd, offset, length);
Update to v085r08 release. byuu says: Changelog: - follow the Laevateinn topic to get most of it - also added NMI, IRQ step buttons to CPU debugger - also added trace masking + trace mask reset - also added memory export - cartridge loading is entirely folder-based now FitzRoy, I'll go ahead and make a second compromise with you for v086: I'll match the following: /path/to/SNES.sfc/*.sfc /path/to/NES.fc/*.prg, *.chr (split format) /path/to/NES.fc/*.fc (merged format) /path/to/GB.gb/*.gb /path/to/GBC.gbc/*.gbc Condition will be that there can only be one of each file. If there's more than one, it'll abort. That lets me name my ROMs as "Game.fc/Game.fc", and you can name yours as "Game.fc/cartridge.prg, cartridge.chr". Or whatever you want. We'll just go with that, see what fares out as the most popular, and then restrict it back to that method. The folder must have the .fc, etc extension though. That will be how we avoid false-positive folder matches. [Editor's note - the Laevateinn topic mentions these changes for v085r08: Added SMP/PPU breakpoints, SMP debugger, SMP stepping / tracing, memory editing on APU-bus / VRAM / OAM / CGRAM, save state menu, WRAM mirroring on breakpoints, protected MMIO memory regions (otherwise, viewing $002100 could crash your game.) Major missing components: - trace mask - trace mask clear / usage map clear - window geometry caching / sizing improvements - VRAM viewer - properties viewer - working memory export button The rest will most likely appear after v086 is released. ]
2012-02-12 05:35:40 +00:00
Edit_ScrollCaret(hwnd);
}
auto pTextEdit::setEditable(bool editable) -> void {
SendMessage(hwnd, EM_SETREADONLY, editable == false, (LPARAM)0);
}
auto pTextEdit::setForegroundColor(Color color) -> void {
InvalidateRect(hwnd, 0, true);
Update to v094r08 release. byuu says: Lots of changes this time around. FreeBSD stability and compilation is still a work in progress. FreeBSD 10 + Clang 3.3 = 108fps FreeBSD 10 + GCC 4.7 = 130fps Errata 1: I've been fighting that god-damned endian.h header for the past nine WIPs now. The above WIP isn't building now because FreeBSD isn't including headers before using certain types, and you end up with a trillion error messages. So just delete all the endian.h includes from nall/intrinsics.hpp to build. Errata 2: I was trying to match g++ and g++47, so I used $(findstring g++,$(compiler)), which ends up also matching clang++. Oops. Easy fix, put Clang first and then else if g++ next. Not ideal, but oh well. All it's doing for now is declaring -fwrapv twice, so you don't have to fix it just yet. Probably just going to alias g++="g++47" and do exact matching instead. Errata 3: both OpenGL::term and VideoGLX::term are causing a core dump on BSD. No idea why. The resources are initialized and valid, but releasing them crashes the application. Changelog: - nall/Makefile is more flexible with overriding $(compiler), so you can build with GCC or Clang on BSD (defaults to GCC now) - PLATFORM_X was renamed to PLATFORM_XORG, and it's also declared with PLATFORM_LINUX or PLATFORM_BSD - PLATFORM_XORG probably isn't the best name ... still thinking about what best to call LINUX|BSD|SOLARIS or ^(WINDOWS|MACOSX) - fixed a few legitimate Clang warning messages in nall - Compiler::VisualCPP is ugly as hell, renamed to Compiler::CL - nall/platform includes nall/intrinsics first. Trying to move away from testing for _WIN32, etc directly in all files. Work in progress. - nall turns off Clang warnings that I won't "fix", because they aren't broken. It's much less noisy to compile with warnings on now. - phoenix gains the ability to set background and foreground colors on various text container widgets (GTK only for now.) - rewrote a lot of the MSU1 code to try and simplify it. Really hope I didn't break anything ... I don't have any MSU1 test ROMs handy - SNES coprocessor audio is now mixed as sclamp<16>(system_sample + coprocessor_sample) instead of sclamp<16>((sys + cop) / 2) - allows for greater chance of aliasing (still low, SNES audio is quiet), but doesn't cut base system volume in half anymore - fixed Super Scope and Justifier cursor colors - use input.xlib instead of input.x ... allows Xlib input driver to be visible on Linux and BSD once again - make install and make uninstall must be run as root again; no longer using install but cp instead for BSD compatibility - killed $(DESTDIR) ... use make prefix=$DESTDIR$prefix instead - you can now set text/background colors for the loki console via (eg): - settings.terminal.background-color 0x000000 - settings.terminal.foreground-color 0xffffff
2014-02-24 09:39:09 +00:00
}
auto pTextEdit::setText(string text) -> void {
auto lock = acquire();
text.replace("\r", "");
text.replace("\n", "\r\n");
SetWindowText(hwnd, utf16_t(text));
}
auto pTextEdit::setWordWrap(bool wordWrap) -> void {
//ES_AUTOHSCROLL cannot be changed after widget creation.
//As a result, we must destroy and re-create widget to change this setting.
reconstruct();
}
auto pTextEdit::text() const -> string {
unsigned length = GetWindowTextLength(hwnd);
wchar_t buffer[length + 1];
GetWindowText(hwnd, buffer, length + 1);
buffer[length] = 0;
string text = (const char*)utf8_t(buffer);
text.replace("\r", "");
return text;
}
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
//
auto pTextEdit::onChange() -> void {
if(!locked()) self().doChange();
}
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
auto pTextEdit::windowProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) -> maybe<LRESULT> {
if(msg == WM_KEYDOWN) {
if(wparam == 'A' && GetKeyState(VK_CONTROL) < 0) {
//Ctrl+A = select all text
//note: this is not a standard accelerator on Windows
Edit_SetSel(hwnd, 0, ~0);
return true;
} else if(wparam == 'V' && GetKeyState(VK_CONTROL) < 0) {
//Ctrl+V = paste text
//note: this formats Unix (LF) and OS9 (CR) line-endings to Windows (CR+LF) line-endings
//this is necessary as the EDIT control only supports Windows line-endings
OpenClipboard(hwnd);
if(auto handle = GetClipboardData(CF_UNICODETEXT)) {
if(auto text = (wchar_t*)GlobalLock(handle)) {
string data = (const char*)utf8_t(text);
data.replace("\r\n", "\n");
data.replace("\r", "\n");
data.replace("\n", "\r\n");
GlobalUnlock(handle);
utf16_t output(data);
if(auto resource = GlobalAlloc(GMEM_MOVEABLE, (wcslen(output) + 1) * sizeof(wchar_t))) {
if(auto write = (wchar_t*)GlobalLock(resource)) {
wcscpy(write, output);
GlobalUnlock(write);
if(SetClipboardData(CF_UNICODETEXT, resource) == nullptr) {
GlobalFree(resource);
}
}
}
}
}
CloseClipboard();
}
}
return pWidget::windowProc(hwnd, msg, wparam, lparam);
}
}
#endif