// Copyright (C) 2003-2009 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/ #include #include #include #include #include #include #include "../Globals.h" #include "../Config.h" #include "main.h" #include "Win32.h" #include "OnScreenDisplay.h" #include "VertexShaderManager.h" #include "StringUtil.h" //void OpenConsole(); //void CloseConsole(); HINSTANCE g_hInstance; #if defined(HAVE_WX) && HAVE_WX class wxDLLApp : public wxApp { bool OnInit() { return true; } }; IMPLEMENT_APP_NO_MAIN(wxDLLApp) WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst); #endif // ------------------ BOOL APIENTRY DllMain(HINSTANCE hinstDLL, // DLL module handle DWORD dwReason, // reason called LPVOID lpvReserved) // reserved { switch (dwReason) { case DLL_PROCESS_ATTACH: { #if defined(HAVE_WX) && HAVE_WX // Use wxInitialize() if you don't want GUI instead of the following 12 lines wxSetInstance((HINSTANCE)hinstDLL); int argc = 0; char **argv = NULL; wxEntryStart(argc, argv); if (!wxTheApp || !wxTheApp->CallOnInit()) return FALSE; #endif } break; case DLL_PROCESS_DETACH: #if defined(HAVE_WX) && HAVE_WX // This causes a "stop hang", if the gfx config dialog has been opened. /* JP: Are you sure? Because I tried to debug that for hours with countless Stop and Start and I frequently gor the stop hang even if I did not open the wxDialog Update: Howwver, compiling with 'HAVE_WX 0' seems to have reduced the number of hangins, it only hanged once with that option. And that was when I stopped Starfox Assault that by the way doesn't work now (it has a black screen). Update again: No it was probably related to something else, now I had the same luck with WxWidgets in it to. */ // Old comment: "Use wxUninitialize() if you don't want GUI" wxEntryCleanup(); #endif break; default: break; } g_hInstance = hinstDLL; return TRUE; } void DoDllDebugger(); extern bool gShowDebugger; // ---------------------- // The rendering window // ---------------------- namespace EmuWindow { HWND m_hWnd = NULL; // The new window that is created here HWND m_hParent = NULL; HWND m_hMain = NULL; // The main CPanel HINSTANCE m_hInstance = NULL; WNDCLASSEX wndClass; const TCHAR m_szClassName[] = "DolphinEmuWnd"; int g_winstyle; // ------------------------------------------ /* Invisible cursor option. In the lack of a predefined IDC_BLANK we make an empty transparent cursor */ // ------------------ HCURSOR hCursor = NULL, hCursorBlank = NULL; void CreateCursors(HINSTANCE hInstance) { BYTE ANDmaskCursor[] = { 0xff }; BYTE XORmaskCursor[] = { 0x00 }; hCursorBlank = CreateCursor(hInstance, 0,0, 1,1, ANDmaskCursor,XORmaskCursor); hCursor = LoadCursor(NULL, IDC_ARROW); } HWND GetWnd() { return m_hWnd; } HWND GetParentWnd() { return m_hParent; } HWND GetChildParentWnd() { return m_hMain; } void FreeLookInput( UINT iMsg, WPARAM wParam ) { static float debugSpeed = 1.0f; static bool mouseLookEnabled = false; static float lastMouse[2]; switch( iMsg ) { case WM_KEYDOWN: switch( LOWORD( wParam )) { case '9': debugSpeed /= 2.0f; break; case '0': debugSpeed *= 2.0f; break; case 'W': VertexShaderManager::TranslateView(0.0f, debugSpeed); break; case 'S': VertexShaderManager::TranslateView(0.0f, -debugSpeed); break; case 'A': VertexShaderManager::TranslateView(debugSpeed, 0.0f); break; case 'D': VertexShaderManager::TranslateView(-debugSpeed, 0.0f); break; case 'R': VertexShaderManager::ResetView(); break; } break; case WM_MOUSEMOVE: if (mouseLookEnabled) { POINT point; GetCursorPos(&point); VertexShaderManager::RotateView((point.x - lastMouse[0]) / 200.0f, (point.y - lastMouse[1]) / 200.0f); lastMouse[0] = point.x; lastMouse[1] = point.y; } break; case WM_RBUTTONDOWN: POINT point; GetCursorPos(&point); lastMouse[0] = point.x; lastMouse[1] = point.y; mouseLookEnabled= true; break; case WM_RBUTTONUP: mouseLookEnabled = false; break; } } LRESULT CALLBACK WndProc( HWND hWnd, UINT iMsg, WPARAM wParam, LPARAM lParam ) { HDC hdc; PAINTSTRUCT ps; switch( iMsg ) { case WM_CREATE: PostMessage(m_hMain, WM_USER, OPENGL_WM_USER_CREATE, (int)m_hParent); break; case WM_PAINT: hdc = BeginPaint( hWnd, &ps ); EndPaint( hWnd, &ps ); return 0; case WM_KEYDOWN: switch( LOWORD( wParam )) { case VK_ESCAPE: // Pressing Esc switch FullScreen/Windowed if (m_hParent == NULL) { int w_fs = 640, h_fs = 480; if (g_Config.bFullscreen) { // Get out of fullscreen g_Config.bFullscreen = false; RECT rc = {0, 0, w_fs, h_fs}; if (strlen(g_Config.iWindowedRes) > 1) sscanf(g_Config.iWindowedRes, "%dx%d", &w_fs, &h_fs); // FullScreen -> Desktop ChangeDisplaySettings(NULL, 0); RECT rcdesktop; // Get desktop resolution GetWindowRect(GetDesktopWindow(), &rcdesktop); // Re-Enable the cursor ShowCursor(TRUE); int X = (rcdesktop.right-rcdesktop.left)/2 - (rc.right-rc.left)/2; int Y = (rcdesktop.bottom-rcdesktop.top)/2 - (rc.bottom-rc.top)/2; // SetWindowPos to the center of the screen SetWindowPos(hWnd, NULL, X, Y, w_fs, h_fs, SWP_NOREPOSITION | SWP_NOZORDER); // Set new window style FS -> Windowed SetWindowLong(hWnd, GWL_STYLE, WS_OVERLAPPEDWINDOW); // Eventually show the window! EmuWindow::Show(); } else { // Get into fullscreen g_Config.bFullscreen = true; DEVMODE dmScreenSettings; memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); if (strlen(g_Config.iFSResolution) > 1) sscanf(g_Config.iFSResolution, "%dx%d", &w_fs, &h_fs); // Desktop -> FullScreen dmScreenSettings.dmSize = sizeof(dmScreenSettings); dmScreenSettings.dmPelsWidth = w_fs; dmScreenSettings.dmPelsHeight = h_fs; dmScreenSettings.dmBitsPerPel = 32; dmScreenSettings.dmFields = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT; if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) return 0; // Set new window style -> PopUp SetWindowLong(hWnd, GWL_STYLE, WS_POPUP); // Disable the cursor ShowCursor(FALSE); // SetWindowPos to the upper-left corner of the screen SetWindowPos(hWnd, NULL, 0, 0, w_fs, h_fs, SWP_NOREPOSITION | SWP_NOZORDER); // Eventually show the window! EmuWindow::Show(); } return 0; } break; case 'E': // EFB hotkey if (g_Config.bEFBCopyDisableHotKey) { g_Config.bEFBCopyDisable = !g_Config.bEFBCopyDisable; OSD::AddMessage(StringFromFormat("Copy EFB was turned %s", g_Config.bEFBCopyDisable ? "off" : "on").c_str(), 5000); } break; } g_VideoInitialize.pKeyPress(LOWORD(wParam), GetAsyncKeyState(VK_SHIFT) != 0, GetAsyncKeyState(VK_CONTROL) != 0); break; /* The reason we pick up the WM_MOUSEMOVE is to be able to change this option during gameplay. The alternative is to load one of the cursors when the plugin is loaded and go with that. This should only produce a minimal performance hit because SetCursor is not supposed to actually change the cursor if it's the same as the one before. */ case WM_MOUSEMOVE: /* Check rendering mode; child or parent. Then post the mouse moves to the main window it's nessesary for both the chil dwindow and separate rendering window because moves over the rendering window do not reach the main program then. */ if (GetParentWnd() == NULL) // Separate rendering window PostMessage(m_hMain, iMsg, wParam, -1); else PostMessage(GetParentWnd(), iMsg, wParam, lParam); break; /* To support the separate window rendering we get the message back here. So we basically only let it pass through Dolphin > Frame.cpp to determine if it should be on or off and coordinate it with the other settings if nessesary */ case WM_USER: /* I set wParam to 10 just in case there are other WM_USER events. If we want more WM_USER cases we would start making wParam or lParam cases */ if (wParam == 10) { if (lParam) SetCursor(hCursor); else SetCursor(hCursorBlank); } break; /* Post thes mouse events to the main window, it's nessesary becase in difference to the keyboard inputs these events only appear here, not in the main WndProc() */ case WM_LBUTTONDOWN: 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: if (m_hParent == NULL) { // Simple hack to easily exit without stopping. Hope to fix the stopping errors soon. ExitProcess(0); return 0; } case WM_DESTROY: //Shutdown(); //PostQuitMessage( 0 ); // Call WM_QUIT 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: return 0; } break; } if (g_Config.bFreeLook) { FreeLookInput( iMsg, wParam ); } return DefWindowProc(hWnd, iMsg, wParam, lParam); } // This is called from Create() HWND OpenWindow(HWND parent, HINSTANCE hInstance, int width, int height, const TCHAR *title) { wndClass.cbSize = sizeof( wndClass ); wndClass.style = CS_HREDRAW | CS_VREDRAW; wndClass.lpfnWndProc = WndProc; wndClass.cbClsExtra = 0; wndClass.cbWndExtra = 0; wndClass.hInstance = hInstance; wndClass.hIcon = LoadIcon( NULL, IDI_APPLICATION ); // To interfer less with SetCursor() later we set this to NULL //wndClass.hCursor = LoadCursor( NULL, IDC_ARROW ); wndClass.hCursor = NULL; wndClass.hbrBackground = (HBRUSH)GetStockObject( BLACK_BRUSH ); wndClass.lpszMenuName = NULL; wndClass.lpszClassName = m_szClassName; wndClass.hIconSm = LoadIcon( NULL, IDI_APPLICATION ); m_hInstance = hInstance; RegisterClassEx( &wndClass ); CreateCursors(m_hInstance); // Create child window if (parent) { m_hParent = m_hMain = parent; m_hWnd = CreateWindow(m_szClassName, title, WS_CHILD, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, parent, NULL, hInstance, NULL); ShowWindow(m_hWnd, SW_SHOWMAXIMIZED); } // Create new separate window else { DWORD style = g_Config.bFullscreen ? WS_POPUP : WS_OVERLAPPEDWINDOW; RECT rc = {0, 0, width, height}; 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; // I save this to m_hMain instead of m_hParent because it casused problems otherwise m_hMain = (HWND)g_VideoInitialize.pWindowHandle; m_hWnd = CreateWindow(m_szClassName, title, style, rc.left, rc.top, rc.right-rc.left, rc.bottom-rc.top, parent, NULL, hInstance, NULL ); g_winstyle = GetWindowLong( m_hWnd, GWL_STYLE ); g_winstyle &= ~WS_MAXIMIZE & ~WS_MINIMIZE; // remove minimize/maximize style } return m_hWnd; } void Show() { ShowWindow(m_hWnd, SW_SHOW); BringWindowToTop(m_hWnd); UpdateWindow(m_hWnd); // gShowDebugger from main.cpp is forgotten between the Dolphin-Debugger is opened and a game is // started so we have to use an ini file setting here /* bool bVideoWindow = false; IniFile ini; ini.Load(DEBUGGER_CONFIG_FILE); ini.Get("ShowOnStart", "VideoWindow", &bVideoWindow, false); if(bVideoWindow) DoDllDebugger(); */ } HWND Create(HWND hParent, HINSTANCE hInstance, const TCHAR *title) { return OpenWindow(hParent, hInstance, 640, 480, title); } void Close() { DestroyWindow(m_hWnd); UnregisterClass(m_szClassName, m_hInstance); } // ------------------------------------------ // Set the size of the child or main window // ------------------------------------------ void SetSize(int width, int height) { RECT rc = {0, 0, width, height}; AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, false); int w = rc.right - rc.left; int h = rc.bottom - rc.top; // Move and resize the window 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); } } // EmuWindow