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// Copyright (C) 2003 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 <windows.h>
#include <wx/wx.h>
#include <wx/filepicker.h>
#include <wx/notebook.h>
#include <wx/dialog.h>
#include <wx/aboutdlg.h>
#include "../Globals.h"
#include "VideoConfig.h"
#include "main.h"
#include "Win32.h"
#include "OnScreenDisplay.h"
#include "VertexShaderManager.h"
#include "Render.h"
#include "StringUtil.h"
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
wxSetInstance((HINSTANCE)hinstDLL);
wxInitialize();
#endif
}
break;
case DLL_PROCESS_DETACH:
#if defined(HAVE_WX) && HAVE_WX
wxUninitialize();
#endif
break;
}
g_hInstance = hinstDLL;
return TRUE;
}
extern bool gShowDebugger;
int OSDChoice = 0 , OSDTime = 0, OSDInternalW = 0, OSDInternalH = 0;
// ---------------------------------------------------------------------
// OSD Menu
// -------------
// Let's begin with 3 since 1 and 2 are default Wii keys
// -------------
void OSDMenu(WPARAM wParam)
{
switch( LOWORD( wParam ))
{
case '3':
OSDChoice = 1;
// Toggle native resolution
if (!(g_Config.bNativeResolution || g_Config.b2xResolution))
g_Config.bNativeResolution = true;
else if (g_Config.bNativeResolution && Renderer::AllowCustom())
{ g_Config.bNativeResolution = false; if (Renderer::Allow2x()) {g_Config.b2xResolution = true;} }
else if (Renderer::AllowCustom())
g_Config.b2xResolution = false;
break;
case '4':
OSDChoice = 2;
// Toggle aspect ratio
g_Config.iAspectRatio = (g_Config.iAspectRatio + 1) & 3;
break;
case '5':
OSDChoice = 3;
// Toggle EFB copy
if (g_Config.bEFBCopyDisable || g_Config.bCopyEFBToTexture)
{
g_Config.bEFBCopyDisable = !g_Config.bEFBCopyDisable;
g_Config.bCopyEFBToTexture = false;
}
else
{
g_Config.bCopyEFBToTexture = !g_Config.bCopyEFBToTexture;
}
break;
case '6':
OSDChoice = 4;
g_Config.bDisableFog = !g_Config.bDisableFog;
break;
case '7':
OSDChoice = 5;
g_Config.bDisableLighting = !g_Config.bDisableLighting;
break;
}
}
// ---------------------------------------------------------------------
// ---------------------------------------------------------------------
// 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[] = _T("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;
}
void FreeLookInput( UINT iMsg, WPARAM wParam )
{
static float debugSpeed = 1.0f;
static bool mouseLookEnabled = false;
static float lastMouse[2];
switch( iMsg )
{
case WM_USER_KEYDOWN:
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;
}
}
// ---------------------------------------------------------------------
// KeyDown events
// -------------
void OnKeyDown(WPARAM wParam)
{
switch (LOWORD( wParam ))
{
case VK_ESCAPE:
if (!g_Config.RenderToMainframe)
{
if (g_Config.bFullscreen)
{
// Pressing Esc switches to Windowed mode from Fullscreen mode
ToggleFullscreen(m_hWnd);
}
// then pauses the emulation if already Windowed
SendMessage(m_hMain, WM_USER, WM_USER_PAUSE, 0);
}
break;
case '3': // OSD keys
case '4':
case '5':
case '6':
case '7':
if (g_Config.bOSDHotKey)
OSDMenu(wParam);
break;
}
g_VideoInitialize.pKeyPress(LOWORD(wParam), GetAsyncKeyState(VK_SHIFT) != 0, GetAsyncKeyState(VK_CONTROL) != 0);
}
// ---------------------------------------------------------------------
// Should really take a look at the mouse stuff in here - some of it is weird.
LRESULT CALLBACK WndProc(HWND hWnd, UINT iMsg, WPARAM wParam, LPARAM lParam)
{
if (g_Config.bFreeLook)
FreeLookInput( iMsg, wParam );
switch (iMsg)
{
case WM_CREATE:
PostMessage(m_hMain, WM_USER, WM_USER_CREATE, g_Config.RenderToMainframe);
break;
case WM_PAINT:
{
HDC hdc;
PAINTSTRUCT ps;
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
}
break;
case WM_SYSKEYDOWN:
switch (LOWORD(wParam))
{
case VK_RETURN:
// Pressing Alt+Enter switch FullScreen/Windowed
if (m_hParent == NULL && !g_Config.RenderToMainframe)
{
ToggleFullscreen(hWnd);
}
break;
case VK_F5: case VK_F6: case VK_F7: case VK_F8:
PostMessage(m_hMain, WM_SYSKEYDOWN, wParam, lParam);
break;
default:
return DefWindowProc(hWnd, iMsg, wParam, lParam);
}
break;
case WM_KEYDOWN:
// Don't process this as a child window to avoid double events
if (!g_Config.RenderToMainframe)
OnKeyDown(wParam);
break;
/* Post these mouse events to the main window, it's nessesary becase in difference to the
keyboard inputs these events only appear here, not in the parent window or any other WndProc()*/
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
case WM_LBUTTONDBLCLK:
PostMessage(GetParentWnd(), iMsg, wParam, lParam);
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 child window 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);
SetCursor(hCursor);
}
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:
if (wParam == WM_USER_STOP)
SetCursor((lParam) ? hCursor : hCursorBlank);
else if (wParam == WM_USER_KEYDOWN)
{
OnKeyDown(lParam);
FreeLookInput(wParam, lParam);
}
else if (wParam == TOGGLE_FULLSCREEN)
{
if(!g_Config.RenderToMainframe)
ToggleFullscreen(m_hWnd);
}
else if (wParam == WIIMOTE_DISCONNECT)
{
PostMessage(m_hMain, WM_USER, 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)
{
// Take it out of fullscreen and stop the game
if( g_Config.bFullscreen )
ToggleFullscreen(m_hParent);
PostMessage(m_hMain, WM_USER, WM_USER_STOP, 0);
}
break;
case WM_DESTROY:
Shutdown();
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:
break;
default:
return DefWindowProc(hWnd, iMsg, wParam, lParam);
}
break;
default:
return DefWindowProc(hWnd, iMsg, wParam, lParam);
}
return 0;
}
// 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 | CS_DBLCLKS;
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 (g_Config.RenderToMainframe)
{
m_hParent = m_hMain = parent;
m_hWnd = CreateWindow(m_szClassName, title, WS_CHILD,
0, 0, width, height, parent, NULL, hInstance, NULL);
}
// Create new separate window
else
{
// Don't forget to make it NULL, or a broken window will be created in case we
// render to main, stop, then render to separate window, as the GUI will still
// think we're rendering to main because m_hParent will still contain the old HWND
m_hParent = NULL;
m_hMain = parent;
DWORD style = g_Config.bFullscreen ? WS_POPUP : WS_OVERLAPPEDWINDOW;
RECT rc = {0, 0, width, height};
AdjustWindowRect(&rc, style, false);
RECT rcdesktop;
GetWindowRect(GetDesktopWindow(), &rcdesktop);
int X = (rcdesktop.right-rcdesktop.left)/2 - (rc.right-rc.left)/2;
int Y = (rcdesktop.bottom-rcdesktop.top)/2 - (rc.bottom-rc.top)/2;
m_hWnd = CreateWindow(m_szClassName, title, style,
X, Y, rc.right-rc.left, rc.bottom-rc.top,
NULL, NULL, hInstance, NULL);
}
return m_hWnd;
}
void ToggleFullscreen(HWND hParent, bool bForceFull)
{
if (m_hParent == NULL)
{
int w_fs = 640, h_fs = 480;
if (!g_Config.bFullscreen || bForceFull)
{
if (strlen(g_Config.cFSResolution) > 1)
sscanf(g_Config.cFSResolution, "%dx%d", &w_fs, &h_fs);
// Get into fullscreen
DEVMODE dmScreenSettings;
memset(&dmScreenSettings, 0, sizeof(dmScreenSettings));
// Desktop -> FullScreen
dmScreenSettings.dmSize = sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth = w_fs;
dmScreenSettings.dmPelsHeight = h_fs;
dmScreenSettings.dmFields = DM_PELSWIDTH|DM_PELSHEIGHT;
if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
return;
// Set new window style -> PopUp
SetWindowLongPtr(hParent, GWL_STYLE, WS_POPUP);
// SetWindowPos to the upper-left corner of the screen
SetWindowPos(hParent, HWND_TOP, 0, 0, w_fs, h_fs, SWP_NOREPOSITION);
ShowCursor(FALSE);
g_Config.bFullscreen = true;
// Eventually show the window!
EmuWindow::Show();
}
else
{
if (strlen(g_Config.cInternalRes) > 1)
sscanf(g_Config.cInternalRes, "%dx%d", &w_fs, &h_fs);
// FullScreen -> Desktop
ChangeDisplaySettings(NULL, CDS_FULLSCREEN);
DWORD style = WS_OVERLAPPEDWINDOW;
RECT rc = {0, 0, w_fs, h_fs};
AdjustWindowRect(&rc, style, false);
RECT rcdesktop;
GetWindowRect(GetDesktopWindow(), &rcdesktop);
// SetWindowPos to the center of the screen
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(hParent, NULL, X, Y, rc.right-rc.left, rc.bottom-rc.top, SWP_NOREPOSITION | SWP_NOZORDER);
// Set new window style FS -> Windowed
SetWindowLongPtr(hParent, GWL_STYLE, style);
// Re-Enable the cursor
ShowCursor(TRUE);
g_Config.bFullscreen = false;
// Eventually show the window!
EmuWindow::Show();
}
}
}
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(File::GetUserPath(F_DEBUGGERCONFIG_IDX));
ini.Get("ShowOnStart", "VideoWindow", &bVideoWindow, false);
if(bVideoWindow) DoDllDebugger();
*/
}
HWND Create(HWND hParent, HINSTANCE hInstance, const TCHAR *title)
{
int width=640, height=480;
sscanf( g_Config.bFullscreen ? g_Config.cFSResolution : g_Config.cInternalRes, "%dx%d", &width, &height );
return OpenWindow(hParent, hInstance, width, height, 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};
DWORD dwStyle = GetWindowLong(m_hWnd, GWL_STYLE);
AdjustWindowRect(&rc, dwStyle, 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
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