pcsx2/plugins/GSdx/GSWnd.cpp

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/*
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* 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; either version 2, or (at your option)
* any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSdx.h"
#include "GSWnd.h"
#ifdef _WINDOWS
GSWnd::GSWnd()
: m_hWnd(NULL)
, m_managed(true)
, m_frame(true)
{
}
GSWnd::~GSWnd()
{
}
LRESULT CALLBACK GSWnd::WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
GSWnd* wnd = NULL;
if(message == WM_NCCREATE)
{
wnd = (GSWnd*)((LPCREATESTRUCT)lParam)->lpCreateParams;
SetWindowLongPtr(hWnd, GWLP_USERDATA, (LONG_PTR)wnd);
wnd->m_hWnd = hWnd;
}
else
{
wnd = (GSWnd*)GetWindowLongPtr(hWnd, GWLP_USERDATA);
}
if(wnd == NULL)
{
return DefWindowProc(hWnd, message, wParam, lParam);
}
return wnd->OnMessage(message, wParam, lParam);
}
LRESULT GSWnd::OnMessage(UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_CLOSE:
Hide();
// DestroyWindow(m_hWnd);
return 0;
case WM_DESTROY:
// This kills the emulator when GS is closed, which *really* isn't desired behavior,
// especially in STGS mode (worked in MTGS mode since it only quit the thread, but even
// that wasn't needed).
//PostQuitMessage(0);
return 0;
default:
break;
}
return DefWindowProc((HWND)m_hWnd, message, wParam, lParam);
}
bool GSWnd::Create(const string& title, int w, int h)
{
if(m_hWnd) return false;
WNDCLASS wc;
memset(&wc, 0, sizeof(wc));
wc.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;
wc.lpfnWndProc = WndProc;
wc.hInstance = theApp.GetModuleHandle();
// TODO: wc.hIcon = ;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wc.lpszClassName = "GSWnd";
if(!GetClassInfo(wc.hInstance, wc.lpszClassName, &wc))
{
if(!RegisterClass(&wc))
{
return false;
}
}
DWORD style = WS_CLIPCHILDREN | WS_CLIPSIBLINGS | WS_OVERLAPPEDWINDOW | WS_BORDER;
GSVector4i r;
GetWindowRect(GetDesktopWindow(), r);
bool remote = !!GetSystemMetrics(SM_REMOTESESSION);
if(w <= 0 || h <= 0 || remote)
{
w = r.width() / 3;
h = r.width() / 4;
if(!remote)
{
w *= 2;
h *= 2;
}
}
r.left = (r.left + r.right - w) / 2;
r.top = (r.top + r.bottom - h) / 2;
r.right = r.left + w;
r.bottom = r.top + h;
AdjustWindowRect(r, style, FALSE);
m_hWnd = CreateWindow(wc.lpszClassName, title.c_str(), style, r.left, r.top, r.width(), r.height(), NULL, NULL, wc.hInstance, (LPVOID)this);
return m_hWnd != NULL;
}
bool GSWnd::Attach(void* handle, bool managed)
{
// TODO: subclass
m_hWnd = (HWND)handle;
m_managed = managed;
return true;
}
void GSWnd::Detach()
{
if(m_hWnd && m_managed)
{
// close the window, since it's under GSdx care. It's not taking messages anyway, and
// that means its big, ugly, and in the way.
DestroyWindow(m_hWnd);
}
m_hWnd = NULL;
m_managed = true;
}
GSVector4i GSWnd::GetClientRect()
{
GSVector4i r;
::GetClientRect(m_hWnd, r);
return r;
}
// Returns FALSE if the window has no title, or if th window title is under the strict
// management of the emulator.
bool GSWnd::SetWindowText(const char* title)
{
if(!m_managed) return false;
::SetWindowText(m_hWnd, title);
return m_frame;
}
void GSWnd::Show()
{
if(!m_managed) return;
SetForegroundWindow(m_hWnd);
ShowWindow(m_hWnd, SW_SHOWNORMAL);
UpdateWindow(m_hWnd);
}
void GSWnd::Hide()
{
if(!m_managed) return;
ShowWindow(m_hWnd, SW_HIDE);
}
void GSWnd::HideFrame()
{
if(!m_managed) return;
SetWindowLong(m_hWnd, GWL_STYLE, GetWindowLong(m_hWnd, GWL_STYLE) & ~(WS_CAPTION|WS_THICKFRAME));
SetWindowPos(m_hWnd, NULL, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE | SWP_NOZORDER | SWP_NOACTIVATE);
SetMenu(m_hWnd, NULL);
m_frame = false;
}
#else
GSWnd::GSWnd()
: m_window(NULL), m_Xwindow(0), m_XDisplay(NULL), m_ctx_attached(false)
{
}
GSWnd::~GSWnd()
{
#ifdef ENABLE_SDL_DEV
if(m_window != NULL && m_managed)
{
SDL_DestroyWindow(m_window);
m_window = NULL;
}
#endif
if (m_XDisplay) {
XCloseDisplay(m_XDisplay);
m_XDisplay = NULL;
}
}
bool GSWnd::CreateContext(int major, int minor)
{
if ( !m_XDisplay || !m_Xwindow )
{
fprintf( stderr, "Wrong X11 display/window\n" );
exit(1);
}
// Get visual information
static int attrListDbl[] =
{
GLX_X_RENDERABLE , True,
GLX_DRAWABLE_TYPE , GLX_WINDOW_BIT,
GLX_RENDER_TYPE , GLX_RGBA_BIT,
GLX_RED_SIZE , 8,
GLX_GREEN_SIZE , 8,
GLX_BLUE_SIZE , 8,
GLX_DEPTH_SIZE , 24,
GLX_DOUBLEBUFFER , True,
None
};
PFNGLXCHOOSEFBCONFIGPROC glXChooseFBConfig = (PFNGLXCHOOSEFBCONFIGPROC) glXGetProcAddress((GLubyte *) "glXChooseFBConfig");
int fbcount = 0;
GLXFBConfig *fbc = glXChooseFBConfig(m_XDisplay, DefaultScreen(m_XDisplay), attrListDbl, &fbcount);
if (!fbc || fbcount < 1) return false;
PFNGLXCREATECONTEXTATTRIBSARBPROC glXCreateContextAttribsARB = (PFNGLXCREATECONTEXTATTRIBSARBPROC)glXGetProcAddress((const GLubyte*) "glXCreateContextAttribsARB");
if (!glXCreateContextAttribsARB) return false;
// Create a context
int context_attribs[] =
{
GLX_CONTEXT_MAJOR_VERSION_ARB, major,
GLX_CONTEXT_MINOR_VERSION_ARB, minor,
// FIXME : Request a debug context to ease opengl development
// Note: don't support deprecated feature (pre openg 3.1)
//GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB | GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB,
None
};
m_context = glXCreateContextAttribsARB(m_XDisplay, fbc[0], 0, true, context_attribs);
if (!m_context) return false;
XSync( m_XDisplay, false);
return true;
}
void GSWnd::AttachContext()
{
if (!IsContextAttached()) {
fprintf(stderr, "Attach the context\n");
glXMakeCurrent(m_XDisplay, m_Xwindow, m_context);
m_ctx_attached = true;
}
}
void GSWnd::DetachContext()
{
if (IsContextAttached()) {
fprintf(stderr, "Detach the context\n");
glXMakeCurrent(m_XDisplay, None, NULL);
m_ctx_attached = false;
}
}
void GSWnd::CheckContext()
{
int glxMajorVersion, glxMinorVersion;
glXQueryVersion(m_XDisplay, &glxMajorVersion, &glxMinorVersion);
if (glXIsDirect(m_XDisplay, m_context))
fprintf(stderr, "glX-Version %d.%d with Direct Rendering\n", glxMajorVersion, glxMinorVersion);
else
fprintf(stderr, "glX-Version %d.%d with Indirect Rendering !!! It will be slow\n", glxMajorVersion, glxMinorVersion);
}
bool GSWnd::Attach(void* handle, bool managed)
{
m_Xwindow = *(Window*)handle;
m_managed = managed;
m_renderer = theApp.GetConfig("renderer", 0) / 3;
if (m_renderer != 2) {
m_XDisplay = XOpenDisplay(NULL);
// Note: 4.2 crash on latest nvidia drivers!
if (!CreateContext(3, 3)) return false;
AttachContext();
CheckContext();
}
return true;
}
void GSWnd::Detach()
{
// Actually the destructor is not called when there is only a GSclose/GSshutdown
// The window still need to be closed
if (m_renderer == 2) {
#ifdef ENABLE_SDL_DEV
if(m_window != NULL && m_managed)
{
SDL_DestroyWindow(m_window);
m_window = NULL;
}
#endif
} else {
DetachContext();
if (m_context) glXDestroyContext(m_XDisplay, m_context);
}
if (m_XDisplay) {
XCloseDisplay(m_XDisplay);
m_XDisplay = NULL;
}
}
bool GSWnd::Create(const string& title, int w, int h)
{
if(m_window != NULL) return false;
if(w <= 0 || h <= 0) {
w = theApp.GetConfig("ModeWidth", 640);
h = theApp.GetConfig("ModeHeight", 480);
}
m_managed = true;
if (m_renderer == 2) {
#ifdef ENABLE_SDL_DEV
#ifdef _LINUX
// When you reconfigure the plugins during the play, SDL is shutdown so SDL_GetNumVideoDisplays return 0
// and the plugins is badly closed. NOTE: SDL is initialized in SDL_CreateWindow.
//
// I'm not sure this sanity check is still useful, normally (I hope) SDL_CreateWindow will return a null
// hence a false for this current function.
// For the moment do an init -- Gregory
if(!SDL_WasInit(SDL_INIT_VIDEO))
if(SDL_Init(SDL_INIT_VIDEO) < 0) return false;
// Sanity check; if there aren't any video displays available, we can't create a window.
if (SDL_GetNumVideoDisplays() <= 0) return false;
#endif
m_window = SDL_CreateWindow(title.c_str(), 100, 100, w, h, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
// Get the X window from the newly created window
// It would be needed to get the current size
SDL_SysWMinfo wminfo;
memset(&wminfo, 0, sizeof(wminfo));
wminfo.version.major = SDL_MAJOR_VERSION;
wminfo.version.minor = SDL_MINOR_VERSION;
SDL_GetWindowWMInfo(m_window, &wminfo);
m_Xwindow = wminfo.info.x11.window;
#endif
return (m_window != NULL);
} else {
// note this part must be only executed when replaying .gs debug file
m_XDisplay = XOpenDisplay(NULL);
int attrListDbl[] = { GLX_RGBA, GLX_DOUBLEBUFFER,
GLX_RED_SIZE, 8,
GLX_GREEN_SIZE, 8,
GLX_BLUE_SIZE, 8,
GLX_DEPTH_SIZE, 24,
None
};
XVisualInfo* vi = glXChooseVisual(m_XDisplay, DefaultScreen(m_XDisplay), attrListDbl);
/* create a color map */
XSetWindowAttributes attr;
attr.colormap = XCreateColormap(m_XDisplay, RootWindow(m_XDisplay, vi->screen),
vi->visual, AllocNone);
attr.border_pixel = 0;
attr.event_mask = ExposureMask | KeyPressMask | KeyReleaseMask | ButtonPressMask |
StructureNotifyMask | SubstructureRedirectMask | SubstructureNotifyMask |
EnterWindowMask | LeaveWindowMask | FocusChangeMask ;
// Create a window at the last position/size
m_Xwindow = XCreateWindow(m_XDisplay, RootWindow(m_XDisplay, vi->screen),
0 , 0 , w, h, 0, vi->depth, InputOutput, vi->visual,
CWBorderPixel | CWColormap | CWEventMask, &attr);
XMapWindow (m_XDisplay, m_Xwindow);
XFree(vi);
if (!CreateContext(3, 3)) return false;
AttachContext();
return (m_Xwindow != 0);
}
}
Display* GSWnd::GetDisplay()
{
#ifdef ENABLE_SDL_DEV
SDL_SysWMinfo wminfo;
memset(&wminfo, 0, sizeof(wminfo));
wminfo.version.major = SDL_MAJOR_VERSION;
wminfo.version.minor = SDL_MINOR_VERSION;
SDL_GetWindowWMInfo(m_window, &wminfo);
return wminfo.subsystem == SDL_SYSWM_X11 ? wminfo.info.x11.display : NULL;
#else
// note this part must be only executed when replaying .gs debug file
return m_XDisplay;
#endif
}
GSVector4i GSWnd::GetClientRect()
{
unsigned int h = 480;
unsigned int w = 640;
unsigned int borderDummy;
unsigned int depthDummy;
Window winDummy;
int xDummy;
int yDummy;
// In gsopen2, pcsx2 stoles all event (including resize event). SDL is not able to update its structure
// so you must do it yourself
// In perfect world:
// if (m_window) SDL_GetWindowSize(m_window, &w, &h);
// In real world...:
if (!m_XDisplay) m_XDisplay = XOpenDisplay(NULL);
XGetGeometry(m_XDisplay, m_Xwindow, &winDummy, &xDummy, &yDummy, &w, &h, &borderDummy, &depthDummy);
#ifdef ENABLE_SDL_DEV
if (m_renderer == 2)
SDL_SetWindowSize(m_window, w, h);
#endif
return GSVector4i(0, 0, (int)w, (int)h);
}
// Returns FALSE if the window has no title, or if th window title is under the strict
// management of the emulator.
bool GSWnd::SetWindowText(const char* title)
{
if (!m_managed) return true;
if (m_renderer == 2) {
#ifdef ENABLE_SDL_DEV
// Do not find anyway to check the current fullscreen status
// Better than nothing heuristic, check the window position. Fullscreen = (0,0)
// if(!(m_window->flags & SDL_WINDOW_FULLSCREEN) ) // Do not compile
//
// We call SDL_PumpEvents to refresh x and y value.
// but we not use this function anyway.
// FIXME: it does not feel a good solution -- Gregory
// NOte: it might be more thread safe to use a call to XGetGeometry
int x,y = 0;
SDL_PumpEvents();
SDL_GetWindowPosition(m_window, &x, &y);
if ( x && y )
SDL_SetWindowTitle(m_window, title);
#endif
} else {
XTextProperty prop;
memset(&prop, 0, sizeof(prop));
char* ptitle = (char*)title;
if (XStringListToTextProperty(&ptitle, 1, &prop)) {
XSetWMName(m_XDisplay, m_Xwindow, &prop);
}
XFree(prop.value);
XFlush(m_XDisplay);
}
return true;
}
void GSWnd::Flip()
{
if (m_renderer == 2) {
#ifdef ENABLE_SDL_DEV
#if SDL_VERSION_ATLEAST(1,3,0)
SDL_GL_SwapWindow(m_window);
#else
SDL_GL_SwapBuffers();
#endif
#endif
} else {
glXSwapBuffers(m_XDisplay, m_Xwindow);
}
}
void GSWnd::Show()
{
if (m_renderer == 2) {
#ifdef ENABLE_SDL_DEV
SDL_ShowWindow(m_window);
#endif
} else {
XMapRaised(m_XDisplay, m_Xwindow);
XFlush(m_XDisplay);
}
}
void GSWnd::Hide()
{
if (m_renderer == 2) {
#ifdef ENABLE_SDL_DEV
SDL_HideWindow(m_window);
#endif
} else {
XUnmapWindow(m_XDisplay, m_Xwindow);
XFlush(m_XDisplay);
}
}
void GSWnd::HideFrame()
{
// TODO
}
#endif