562 lines
14 KiB
C++
562 lines
14 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 <wx/wx.h>
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#include <wx/filepicker.h>
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#include <wx/notebook.h>
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#include <wx/dialog.h>
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#include <wx/aboutdlg.h>
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#include "../Globals.h"
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#include "VideoConfig.h"
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#include "main.h"
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#include "Win32.h"
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#include "OnScreenDisplay.h"
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#include "VertexShaderManager.h"
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#include "Render.h"
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#include "StringUtil.h"
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HINSTANCE g_hInstance;
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#if defined(HAVE_WX) && HAVE_WX
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class wxDLLApp : public wxApp
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{
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bool OnInit()
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{
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return true;
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}
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};
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IMPLEMENT_APP_NO_MAIN(wxDLLApp)
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WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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#endif
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// ------------------
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BOOL APIENTRY DllMain(HINSTANCE hinstDLL, // DLL module handle
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DWORD dwReason, // reason called
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LPVOID lpvReserved) // reserved
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{
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switch (dwReason)
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{
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case DLL_PROCESS_ATTACH:
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{
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#if defined(HAVE_WX) && HAVE_WX
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wxSetInstance((HINSTANCE)hinstDLL);
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wxInitialize();
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#endif
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}
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break;
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case DLL_PROCESS_DETACH:
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#if defined(HAVE_WX) && HAVE_WX
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wxUninitialize();
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#endif
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break;
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}
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g_hInstance = hinstDLL;
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return TRUE;
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}
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extern bool gShowDebugger;
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int OSDChoice = 0 , OSDTime = 0, OSDInternalW = 0, OSDInternalH = 0;
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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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if (!(g_Config.bNativeResolution || g_Config.b2xResolution))
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g_Config.bNativeResolution = true;
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else if (g_Config.bNativeResolution && Renderer::AllowCustom())
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{ g_Config.bNativeResolution = false; if (Renderer::Allow2x()) {g_Config.b2xResolution = true;} }
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else if (Renderer::AllowCustom())
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g_Config.b2xResolution = false;
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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.bEFBCopyDisable || g_Config.bCopyEFBToTexture)
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{
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g_Config.bEFBCopyDisable = !g_Config.bEFBCopyDisable;
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g_Config.bCopyEFBToTexture = false;
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}
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else
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{
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g_Config.bCopyEFBToTexture = !g_Config.bCopyEFBToTexture;
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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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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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// ---------------------------------------------------------------------
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// ---------------------------------------------------------------------
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// The rendering window
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// ----------------------
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namespace EmuWindow
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{
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HWND m_hWnd = NULL; // The new window that is created here
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HWND m_hParent = NULL;
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HWND m_hMain = NULL; // The main CPanel
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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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// ---------------------------------------------------------------------
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/* Invisible cursor option. In the lack of a predefined IDC_BLANK we make
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an empty transparent cursor */
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// ------------------
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HCURSOR hCursor = NULL, hCursorBlank = NULL;
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void CreateCursors(HINSTANCE hInstance)
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{
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BYTE ANDmaskCursor[] = { 0xff };
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BYTE XORmaskCursor[] = { 0x00 };
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hCursorBlank = CreateCursor(hInstance, 0,0, 1,1, ANDmaskCursor,XORmaskCursor);
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hCursor = LoadCursor(NULL, IDC_ARROW);
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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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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 float lastMouse[2];
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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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POINT point;
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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] = point.x;
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lastMouse[1] = point.y;
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}
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break;
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case WM_RBUTTONDOWN:
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POINT point;
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GetCursorPos(&point);
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lastMouse[0] = point.x;
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lastMouse[1] = point.y;
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mouseLookEnabled= 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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}
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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 VK_ESCAPE:
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if (!g_Config.RenderToMainframe)
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{
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if (g_Config.bFullscreen)
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{
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// Pressing Esc switches to Windowed mode from Fullscreen mode
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ToggleFullscreen(m_hWnd);
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}
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// then pauses the emulation if already Windowed
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SendMessage(m_hMain, WM_USER, WM_USER_PAUSE, 0);
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}
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break;
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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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g_VideoInitialize.pKeyPress(LOWORD(wParam), GetAsyncKeyState(VK_SHIFT) != 0, GetAsyncKeyState(VK_CONTROL) != 0);
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}
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// ---------------------------------------------------------------------
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// Should really take a look at the mouse stuff in here - some of it is weird.
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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_Config.bFreeLook)
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FreeLookInput( iMsg, wParam );
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switch (iMsg)
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{
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case WM_CREATE:
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PostMessage(m_hMain, WM_USER, WM_USER_CREATE, g_Config.RenderToMainframe);
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break;
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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_SYSKEYDOWN:
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switch (LOWORD(wParam))
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{
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case VK_RETURN:
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// Pressing Alt+Enter switch FullScreen/Windowed
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if (m_hParent == NULL && !g_Config.RenderToMainframe)
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{
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ToggleFullscreen(hWnd);
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}
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break;
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case VK_F5: case VK_F6: case VK_F7: case VK_F8:
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PostMessage(m_hMain, WM_SYSKEYDOWN, 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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break;
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case WM_KEYDOWN:
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// Don't process this as a child window to avoid double events
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if (!g_Config.RenderToMainframe)
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OnKeyDown(wParam);
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break;
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/* Post these mouse events to the main window, it's nessesary becase 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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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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/* The reason we pick up the WM_MOUSEMOVE is to be able to change this option
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during gameplay. The alternative is to load one of the cursors when the plugin
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is loaded and go with that. This should only produce a minimal performance hit
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because SetCursor is not supposed to actually change the cursor if it's the
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same as the one before. */
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case WM_MOUSEMOVE:
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/* Check rendering mode; child or parent. Then post the mouse moves to the main window
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it's nessesary for both the child window and separate rendering window because
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moves over the rendering window do not reach the main program then. */
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if (GetParentWnd() == NULL) { // Separate rendering window
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PostMessage(m_hMain, iMsg, wParam, -1);
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SetCursor(hCursor);
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}
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else
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PostMessage(GetParentWnd(), iMsg, wParam, lParam);
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break;
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/* To support the separate window rendering we get the message back here. So we basically
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only let it pass through Dolphin > Frame.cpp to determine if it should be on or off
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and coordinate it with the other settings if nessesary */
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case WM_USER:
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if (wParam == WM_USER_STOP)
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SetCursor((lParam) ? hCursor : hCursorBlank);
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else if (wParam == WM_USER_KEYDOWN)
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{
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OnKeyDown(lParam);
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FreeLookInput(wParam, lParam);
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}
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else if (wParam == TOGGLE_FULLSCREEN)
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{
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if(!g_Config.RenderToMainframe)
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ToggleFullscreen(m_hWnd);
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}
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else if (wParam == WIIMOTE_DISCONNECT)
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{
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PostMessage(m_hMain, WM_USER, wParam, lParam);
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}
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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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if (m_hParent == NULL)
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{
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// Take it out of fullscreen and stop the game
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if( g_Config.bFullscreen )
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ToggleFullscreen(m_hParent);
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PostMessage(m_hMain, WM_USER, WM_USER_STOP, 0);
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}
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break;
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case WM_DESTROY:
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Shutdown();
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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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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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// This is called from Create()
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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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// To interfer less with SetCursor() later we set this to NULL
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//wndClass.hCursor = LoadCursor( NULL, IDC_ARROW );
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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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CreateCursors(m_hInstance);
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// Create child window
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if (g_Config.RenderToMainframe)
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{
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m_hParent = m_hMain = parent;
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m_hWnd = CreateWindow(m_szClassName, title, WS_CHILD,
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0, 0, width, height, parent, NULL, hInstance, NULL);
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}
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// Create new separate window
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else
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{
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// Don't forget to make it NULL, or a broken window will be created in case we
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// render to main, stop, then render to separate window, as the GUI will still
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// think we're rendering to main because m_hParent will still contain the old HWND
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m_hParent = NULL;
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m_hMain = parent;
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DWORD style = g_Config.bFullscreen ? WS_POPUP : WS_OVERLAPPEDWINDOW;
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RECT rc = {0, 0, width, height};
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AdjustWindowRect(&rc, style, false);
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RECT rcdesktop;
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GetWindowRect(GetDesktopWindow(), &rcdesktop);
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int X = (rcdesktop.right-rcdesktop.left)/2 - (rc.right-rc.left)/2;
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int Y = (rcdesktop.bottom-rcdesktop.top)/2 - (rc.bottom-rc.top)/2;
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m_hWnd = CreateWindow(m_szClassName, title, style,
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X, Y, rc.right-rc.left, rc.bottom-rc.top,
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NULL, NULL, hInstance, NULL);
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}
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return m_hWnd;
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}
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void ToggleFullscreen(HWND hParent, bool bForceFull)
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{
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if (m_hParent == NULL)
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{
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int w_fs = 640, h_fs = 480;
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if (!g_Config.bFullscreen || bForceFull)
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{
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if (strlen(g_Config.cFSResolution) > 1)
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sscanf(g_Config.cFSResolution, "%dx%d", &w_fs, &h_fs);
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// Get into fullscreen
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DEVMODE dmScreenSettings;
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memset(&dmScreenSettings, 0, sizeof(dmScreenSettings));
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// Desktop -> FullScreen
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dmScreenSettings.dmSize = sizeof(dmScreenSettings);
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dmScreenSettings.dmPelsWidth = w_fs;
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dmScreenSettings.dmPelsHeight = h_fs;
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dmScreenSettings.dmFields = DM_PELSWIDTH|DM_PELSHEIGHT;
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if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
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return;
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// Set new window style -> PopUp
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SetWindowLongPtr(hParent, GWL_STYLE, WS_POPUP);
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// SetWindowPos to the upper-left corner of the screen
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SetWindowPos(hParent, HWND_TOP, 0, 0, w_fs, h_fs, SWP_NOREPOSITION);
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ShowCursor(FALSE);
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g_Config.bFullscreen = true;
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// Eventually show the window!
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EmuWindow::Show();
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}
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else
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{
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if (strlen(g_Config.cInternalRes) > 1)
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sscanf(g_Config.cInternalRes, "%dx%d", &w_fs, &h_fs);
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// FullScreen -> Desktop
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ChangeDisplaySettings(NULL, CDS_FULLSCREEN);
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DWORD style = WS_OVERLAPPEDWINDOW;
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RECT rc = {0, 0, w_fs, h_fs};
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AdjustWindowRect(&rc, style, false);
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RECT rcdesktop;
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GetWindowRect(GetDesktopWindow(), &rcdesktop);
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// SetWindowPos to the center of the screen
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int X = (rcdesktop.right-rcdesktop.left)/2 - (rc.right-rc.left)/2;
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int Y = (rcdesktop.bottom-rcdesktop.top)/2 - (rc.bottom-rc.top)/2;
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SetWindowPos(hParent, NULL, X, Y, rc.right-rc.left, rc.bottom-rc.top, SWP_NOREPOSITION | SWP_NOZORDER);
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// Set new window style FS -> Windowed
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SetWindowLongPtr(hParent, GWL_STYLE, style);
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// Re-Enable the cursor
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ShowCursor(TRUE);
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g_Config.bFullscreen = false;
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// Eventually show the window!
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EmuWindow::Show();
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}
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}
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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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// gShowDebugger from main.cpp is forgotten between the Dolphin-Debugger is opened and a game is
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// started so we have to use an ini file setting here
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/*
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bool bVideoWindow = false;
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IniFile ini;
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ini.Load(File::GetUserPath(F_DEBUGGERCONFIG_IDX));
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ini.Get("ShowOnStart", "VideoWindow", &bVideoWindow, false);
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if(bVideoWindow) DoDllDebugger();
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*/
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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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int width=640, height=480;
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sscanf( g_Config.bFullscreen ? g_Config.cFSResolution : g_Config.cInternalRes, "%dx%d", &width, &height );
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return OpenWindow(hParent, hInstance, width, height, title);
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}
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|
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void Close()
|
|
{
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|
DestroyWindow(m_hWnd);
|
|
UnregisterClass(m_szClassName, m_hInstance);
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|
}
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|
|
|
// ------------------------------------------
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|
// Set the size of the child or main window
|
|
// ------------------------------------------
|
|
void SetSize(int width, int height)
|
|
{
|
|
RECT rc = {0, 0, width, height};
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|
DWORD dwStyle = GetWindowLong(m_hWnd, GWL_STYLE);
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|
AdjustWindowRect(&rc, dwStyle, 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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|
|
|
// Move and resize the window
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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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} // EmuWindow
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