358 lines
8.3 KiB
C++
358 lines
8.3 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <windows.h>
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#include "VideoConfig.h"
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#include "EmuWindow.h"
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#include "Fifo.h"
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#include "VertexShaderManager.h"
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#include "RenderBase.h"
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#include "VideoBackendBase.h"
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#include "Core.h"
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#include "Host.h"
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namespace EmuWindow
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{
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HWND m_hWnd = NULL;
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HWND m_hParent = NULL;
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HINSTANCE m_hInstance = NULL;
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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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bool IsSizing()
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{
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return s_sizing;
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}
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HWND GetWnd()
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{
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return m_hWnd;
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}
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HWND GetParentWnd()
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{
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return m_hParent;
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}
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// ---------------------------------------------------------------------
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// KeyDown events
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// -------------
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void OnKeyDown(WPARAM wParam)
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{
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switch (LOWORD( wParam ))
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{
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case '3': // OSD keys
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case '4':
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case '5':
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case '6':
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case '7':
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if (g_Config.bOSDHotKey)
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OSDMenu(wParam);
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break;
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}
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}
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// ---------------------------------------------------------------------
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void FreeLookInput( UINT iMsg, WPARAM wParam )
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{
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static float debugSpeed = 1.0f;
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static bool mouseLookEnabled = false;
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static bool mouseMoveEnabled = false;
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static float lastMouse[2];
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POINT point;
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switch(iMsg)
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{
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case WM_USER_KEYDOWN:
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case WM_KEYDOWN:
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switch (LOWORD(wParam))
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{
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case '9':
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debugSpeed /= 2.0f;
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break;
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case '0':
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debugSpeed *= 2.0f;
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break;
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case 'W':
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VertexShaderManager::TranslateView(0.0f, debugSpeed);
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break;
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case 'S':
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VertexShaderManager::TranslateView(0.0f, -debugSpeed);
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break;
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case 'A':
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VertexShaderManager::TranslateView(debugSpeed, 0.0f);
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break;
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case 'D':
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VertexShaderManager::TranslateView(-debugSpeed, 0.0f);
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break;
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case 'R':
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VertexShaderManager::ResetView();
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break;
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}
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break;
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case WM_MOUSEMOVE:
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if (mouseLookEnabled) {
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GetCursorPos(&point);
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VertexShaderManager::RotateView((point.x - lastMouse[0]) / 200.0f, (point.y - lastMouse[1]) / 200.0f);
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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}
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if (mouseMoveEnabled) {
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GetCursorPos(&point);
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VertexShaderManager::TranslateView((point.x - lastMouse[0]) / 50.0f, (point.y - lastMouse[1]) / 50.0f);
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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}
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break;
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case WM_RBUTTONDOWN:
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GetCursorPos(&point);
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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mouseLookEnabled= true;
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break;
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case WM_MBUTTONDOWN:
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GetCursorPos(&point);
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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mouseMoveEnabled= true;
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break;
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case WM_RBUTTONUP:
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mouseLookEnabled = false;
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break;
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case WM_MBUTTONUP:
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mouseMoveEnabled = false;
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break;
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}
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}
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LRESULT CALLBACK WndProc( HWND hWnd, UINT iMsg, WPARAM wParam, LPARAM lParam )
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{
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if (g_ActiveConfig.bFreeLook)
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FreeLookInput( iMsg, wParam );
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switch( iMsg )
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{
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case WM_PAINT:
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{
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HDC hdc;
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PAINTSTRUCT ps;
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hdc = BeginPaint(hWnd, &ps);
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EndPaint(hWnd, &ps);
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}
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break;
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case WM_ENTERSIZEMOVE:
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s_sizing = true;
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break;
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case WM_EXITSIZEMOVE:
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s_sizing = false;
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break;
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/* Post the mouse events to the main window, it's nessesary because in difference to the
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keyboard inputs these events only appear here, not in the parent window or any other WndProc()*/
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case WM_LBUTTONDOWN:
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if(g_ActiveConfig.backend_info.bSupports3DVision && g_ActiveConfig.b3DVision)
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{
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// This basically throws away the left button down input when b3DVision is activated so WX
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// can't get access to it, stopping focus pulling on mouse click.
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// (Input plugins use a different system so it doesn't cause too much weirdness)
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break;
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}
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case WM_LBUTTONUP:
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case WM_LBUTTONDBLCLK:
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PostMessage(GetParentWnd(), iMsg, wParam, lParam);
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break;
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// This is called when we close the window when we render to a separate window
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case WM_CLOSE:
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// When the user closes the window, we post an event to the main window to call Stop()
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// Which then handles all the necessary steps to Shutdown the core
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if (m_hParent == NULL)
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{
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// Stop the game
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//PostMessage(m_hParent, WM_USER, WM_USER_STOP, 0);
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}
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break;
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case WM_USER:
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if (wParam == WM_USER_KEYDOWN)
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{
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OnKeyDown(lParam);
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FreeLookInput((u32)wParam, lParam);
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}
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else if (wParam == WIIMOTE_DISCONNECT)
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{
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PostMessage(m_hParent, WM_USER, wParam, lParam);
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}
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break;
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// Called when a screensaver wants to show up while this window is active
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case WM_SYSCOMMAND:
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switch (wParam)
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{
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case SC_SCREENSAVE:
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case SC_MONITORPOWER:
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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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break;
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case WM_SETCURSOR:
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PostMessage(m_hParent, WM_USER, WM_USER_SETCURSOR, 0);
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return true;
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default:
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return DefWindowProc(hWnd, iMsg, wParam, lParam);
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}
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return 0;
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}
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// ---------------------------------------------------------------------
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// OSD Menu
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// -------------
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// Let's begin with 3 since 1 and 2 are default Wii keys
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// -------------
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void OSDMenu(WPARAM wParam)
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{
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switch( LOWORD( wParam ))
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{
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case '3':
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OSDChoice = 1;
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// Toggle native resolution
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g_Config.iEFBScale = g_Config.iEFBScale + 1;
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if (g_Config.iEFBScale > 4) g_Config.iEFBScale = 0;
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break;
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case '4':
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OSDChoice = 2;
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// Toggle aspect ratio
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g_Config.iAspectRatio = (g_Config.iAspectRatio + 1) & 3;
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break;
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case '5':
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OSDChoice = 3;
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// Toggle EFB copy
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if (!g_Config.bEFBCopyEnable)
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{
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g_Config.bEFBCopyEnable = true;
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g_Config.bCopyEFBToTexture = false;
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}
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else if (!g_Config.bCopyEFBToTexture)
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{
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g_Config.bCopyEFBToTexture = true;
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}
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else
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{
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g_Config.bEFBCopyEnable = false;
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g_Config.bCopyEFBToTexture = false;
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}
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break;
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case '6':
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OSDChoice = 4;
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g_Config.bDisableFog = !g_Config.bDisableFog;
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break;
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case '7':
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// TODO: Not implemented in the D3D backends, yet
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OSDChoice = 5;
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g_Config.bDisableLighting = !g_Config.bDisableLighting;
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break;
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}
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}
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HWND OpenWindow(HWND parent, HINSTANCE hInstance, int width, int height, const TCHAR *title)
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{
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wndClass.cbSize = sizeof( wndClass );
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wndClass.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;
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wndClass.lpfnWndProc = WndProc;
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wndClass.cbClsExtra = 0;
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wndClass.cbWndExtra = 0;
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wndClass.hInstance = hInstance;
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wndClass.hIcon = LoadIcon( NULL, IDI_APPLICATION );
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wndClass.hCursor = NULL;
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wndClass.hbrBackground = (HBRUSH)GetStockObject( BLACK_BRUSH );
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wndClass.lpszMenuName = NULL;
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wndClass.lpszClassName = m_szClassName;
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wndClass.hIconSm = LoadIcon( NULL, IDI_APPLICATION );
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m_hInstance = hInstance;
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RegisterClassEx( &wndClass );
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m_hParent = parent;
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m_hWnd = CreateWindow(m_szClassName, title, (g_ActiveConfig.backend_info.bSupports3DVision && g_ActiveConfig.b3DVision) ? WS_EX_TOPMOST | WS_POPUP : WS_CHILD,
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0, 0, width, height, m_hParent, NULL, hInstance, NULL);
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return m_hWnd;
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}
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void Show()
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{
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ShowWindow(m_hWnd, SW_SHOW);
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BringWindowToTop(m_hWnd);
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UpdateWindow(m_hWnd);
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SetFocus(m_hParent);
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}
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HWND Create(HWND hParent, HINSTANCE hInstance, const TCHAR *title)
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{
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// TODO:
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// 1. Remove redundant window manipulation,
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// 2. Make DX9 in fullscreen can be overlapped by other dialogs
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// 3. Request window sizes which actually make the client area map to a common resolution
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HWND Ret;
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int x=0, y=0, width=640, height=480;
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Host_GetRenderWindowSize(x, y, width, height);
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// TODO: Don't show if fullscreen
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Ret = OpenWindow(hParent, hInstance, width, height, title);
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if (Ret)
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{
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Show();
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}
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return Ret;
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}
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void Close()
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{
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DestroyWindow(m_hWnd);
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UnregisterClass(m_szClassName, m_hInstance);
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}
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void SetSize(int width, int height)
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{
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RECT rc = {0, 0, width, height};
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DWORD style = GetWindowLong(m_hWnd, GWL_STYLE);
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AdjustWindowRect(&rc, style, false);
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int w = rc.right - rc.left;
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int h = rc.bottom - rc.top;
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rc.left = (1280 - w)/2;
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rc.right = rc.left + w;
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rc.top = (1024 - h)/2;
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rc.bottom = rc.top + h;
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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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}
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