fixed a freeze on emu shutdown in windows build
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567e90bbd5
commit
3e773f093d
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@ -36,6 +36,9 @@ WNDCLASSEX wndClass;
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const TCHAR m_szClassName[] = _T("DolphinEmuWnd");
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int g_winstyle;
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static volatile bool s_sizing;
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static const int TITLE_TEXT_BUF_SIZE = 1024;
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TCHAR m_titleTextBuffer[TITLE_TEXT_BUF_SIZE];
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static const int WM_SETTEXT_CUSTOM = WM_USER + WM_SETTEXT;
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bool IsSizing()
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{
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@ -225,6 +228,10 @@ LRESULT CALLBACK WndProc( HWND hWnd, UINT iMsg, WPARAM wParam, LPARAM lParam )
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PostMessage(m_hParent, WM_USER, WM_USER_SETCURSOR, 0);
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return true;
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case WM_SETTEXT_CUSTOM:
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SendMessage(hWnd, WM_SETTEXT, wParam, lParam);
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break;
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default:
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return DefWindowProc(hWnd, iMsg, wParam, lParam);
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}
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@ -357,4 +364,27 @@ void SetSize(int width, int height)
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MoveWindow(m_hWnd, rc.left, rc.top, rc.right-rc.left, rc.bottom-rc.top, TRUE);
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}
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void SetWindowText(const TCHAR* text)
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{
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// the simple way.
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// we don't do this because it's a blocking call and the GUI thread might be waiting for us.
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//::SetWindowText(m_hWnd, text);
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// copy to m_titleTextBuffer in such a way that
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// it remains null-terminated and without garbage data at every point in time,
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// in case another thread reads it while we're doing this.
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for (int i = 0; i < TITLE_TEXT_BUF_SIZE-1; ++i)
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{
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m_titleTextBuffer[i+1] = 0;
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TCHAR c = text[i];
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m_titleTextBuffer[i] = c;
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if (!c)
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break;
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}
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// the OS doesn't allow posting WM_SETTEXT,
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// so we post our own message and convert it to that in WndProc
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PostMessage(m_hWnd, WM_SETTEXT_CUSTOM, 0, (LPARAM)m_titleTextBuffer);
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}
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}
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@ -14,6 +14,7 @@ void Close();
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void SetSize(int displayWidth, int displayHeight);
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bool IsSizing();
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void OSDMenu(WPARAM wParam);
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void SetWindowText(const TCHAR* text);
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}
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@ -68,9 +68,9 @@ unsigned int VideoBackend::PeekMessages()
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void VideoBackend::UpdateFPSDisplay(const char *text)
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{
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char temp[512];
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sprintf_s(temp, sizeof temp, "%s | DX11 | %s", scm_rev_str, text);
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SetWindowTextA(EmuWindow::GetWnd(), temp);
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TCHAR temp[512];
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swprintf_s(temp, sizeof(temp)/sizeof(TCHAR), _T("%hs | DX11 | %hs"), scm_rev_str, text);
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EmuWindow::SetWindowText(temp);
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}
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std::string VideoBackend::GetName()
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@ -78,7 +78,7 @@ void VideoBackend::UpdateFPSDisplay(const char *text)
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{
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TCHAR temp[512];
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swprintf_s(temp, sizeof(temp)/sizeof(TCHAR), _T("%hs | DX9 | %hs"), scm_rev_str, text);
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SetWindowText(EmuWindow::GetWnd(), temp);
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EmuWindow::SetWindowText(temp);
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}
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std::string VideoBackend::GetName()
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@ -73,8 +73,9 @@ void OpenGL_SetWindowText(const char *text)
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#elif defined(__APPLE__)
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[GLWin.cocoaWin setTitle: [NSString stringWithUTF8String: text]];
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#elif defined(_WIN32)
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// TODO convert text to unicode and change SetWindowTextA to SetWindowText
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SetWindowTextA(EmuWindow::GetWnd(), text);
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TCHAR temp[512];
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swprintf_s(temp, sizeof(temp)/sizeof(TCHAR), _T("%hs"), text);
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EmuWindow::SetWindowText(temp);
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#elif defined(HAVE_X11) && HAVE_X11
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// Tell X to ask the window manager to set the window title.
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// (X itself doesn't provide window title functionality.)
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